Why is the collision box for my static mesh offset from the actual mesh?
I have a big hollow static mesh box I am trying to use as the collision bounds for my camera/character. In the mesh editor I have set the collision and the green box neatly outlines the mesh.
When I get into the game however, the actual collision takes place in a way that makes it seem as if the bottom right corner of the collision box is in the middle of my hollow mesh.
I have used all the collision types including sphere, and even the sphere is offset.
It doesn't matter if I spawn the mesh in my level or physically drop it in.
asked May 23 '14 at 01:35 PM in Blueprint Scripting
If you are trying to create a collision for the set of objects, your mesh and your camera, the best way to do this is in the Blueprint for the set of objects. You should only be handling collisions for a static mesh in the mesh editor (as far as I have seen).
Check this out... I have the sample character from one of the examples and they use a
answered May 23 '14 at 02:16 PM
I thought about this for a bit, and came up with what I feel is a reasonable explanation. Short answer is that you might want to start centering your meshes on the origin instead of standing them on the XY plane. Long answer and reasons why are in my answer to my own question.
answered Jun 19 '14 at 01:41 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here