Suficient efficient subdivisions of a 3D sphere

Hey, everyone.

In a 3D model for a sphere, what do you recommend as the minimum subdivision axis and height required for that sphere to have an efficient rolling motion in UE4?

Hi RicSousa,

This depends on your intended use. For most cases I suggest using your model just for the visual representation of your object, and use the engine’s Sphere shape for collision. The Sphere collision shape is a mathematical sphere, rather than a geometric approximation, so results will be more consistent.

Really, putting it that way, my question is quite easy to answer! The collider method should have been quite obvious from my part to reach. But thank you anyways, now I now I can spare a few extra polygons to not “overload” (my game is not that really consuming!) the game. Cheers!