Why is my UCX collision being simplified
I'm trying to make a physics constraint motorcycle, I need to use a very high poly UCX collider for the tires to work properly. When I import the tires and collision it appears to be simplified: (I boosted the subdivision when the bike drove way to bouncy before checking if it imported correctly, I know this is probably an unnecessary amount) I have tried the "One convex hull pull UCX" option both on and off, with similar results, the mesh shouldn't be concave anywhere, I even used Blender's "Convex hull" operator to make sure its convex. Importing the mesh into another program shows the full mesh. Importing it into Unreal without exporting the collision will auto generate an extruded octagon for collision, so I'm sure I'm getting the custom collision somewhat correctly.
Any guess as to what I'm missing? Also, do you happen to know if triangulating a collision mesh decrease performance, or is like a render mesh where it will always get triangulated?
asked Jul 09 '17 at 03:03 AM in Using UE4
It's the same issue with the RollingBall template where you just bump up if you are 2 fast. I also tried a high tesselated mesh, but it seems it's restricted in some way. I got the feeling there is a reason for that. I could fix the bumping with a simple type and just using more angular drag or writing my own checks to slow down the rotation, but not the linear movement. Another solution is changing the way how you move. In the RollingBall example you can just use Impulse instead of torque. Would be great to hear if this workaround works or why it doesn't! <3
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