Why does my Blender skeletalmesh have incorrectly scaled physics?
I am having trouble importing a skeletal mesh from blender3D. I tried to find a solution online but nothing similar appeared in my searches. The mesh itself looks right, but when I add a physics asset to it, this is what happens:
The scale of the collisions is completely wrong, no matter what I try. I tried selecting everything in blender, and scaling it, then exporting, tried exporting it with scale 1.0 (but then I can't scale the skeletal mesh inside UE4 anyways, and the collisions for the wheels are never created)
I'm assuming the wheels are too small and it only creates a tiny dot as a collision
Is there something that I'm missing? should I add this to the official importing from blender3D thread? Is this something that will be fixed in 4.2?
Please take into account that I'm a noob at blender3D
Sorry, I just went around it and actually a friend is making a completely new kart (I got this one originally from blenderswap, and added the bones), with maya there are no problems. This issue happened in 4.0 I think? so I guess it must be already working better, or it was a problem created by myself.
answered Jul 17 '14 at 02:25 PM
Usually with something as complex as a vehicle, the collision would be created in a 3D program (Blender in your case) as a custom mesh and then imported into a game engine. Once in the engine it would be applied as the collision for the vehicle.
For a bit of info on this please take a look at the Collision section of this documentation: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html#collision
I hope that helps.
answered May 19 '14 at 03:17 PM
TJ V ♦♦ STAFF
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