Collision mesh size in editor differs from one in phat
I downloaded some free model and added a skeleton for it in blender. When I imported it to ue4 and made collisions in phat collisions were acting weird. I checked "Show collisions" (alt+c) in editor and it came out that collisions in editors are much smaller than those in phat (first image).
I did some tests in simulation mode hiting forlift with a chair (that sounds stupid) and it seems that collision works correctly (as shown in phat). I guess that it's size is only displayed wrong.
Below You can (barely) see orange collision meshes.They are positioned in right places (on the bones) but are super small.
asked Jan 19 '16 at 01:41 PM in Bug Reports
It seems that it would be best to rig the model again from inside of Blender. The problem was caused by the scale value difference between the Root and the individual bones on the mesh. From looking at the root and bones from inside blender, the scale for all of the bones is set to 100 while the root doesn't have a scale due to how blender does things. When it gets exported and imported (to Maya at least) these values change around. It ends up with the root being 100 and the bones themselves being 1. This ends up with the bones being 1% of the size that they should be in comparison to the root.
When rigging the mesh again, be sure to keep the scale values at 1 across all of the bones and it should end up correct. We tried this locally and it imported into UE4 without any issues.
Hope this helps!
answered Jan 28 '16 at 08:35 PM
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