Per-poly collision problem!

Hello guys,

I am trying to add Per-Poly physics collision between multiple meshes (By activating the option “Use complex collision as simple”), but the problem is that when I run the app, all the meshes are just standing in their places without any physical collision or interaction between the models. what is the wrong thing I am doing here ?

please see these images I hope they can help:

alt text

Hello,

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Thanks

Thanks Jeff for your helpful comment, I have already reported the problem as a bug using the link you provided, still waiting for a reply about it though… I wonder if there is someone you know that might be able to help me solve this problem ? thanks again :slight_smile:

You can’t have movable mesh if you use the Complex as simple collision. You’ll have to add simple physics collision for movable objects

Thanks Steak for the answer, but I need to add a “per-poly collision” to a movable mesh…I can’t use simple mesh collision for this project as it is a simulation project and i need the collision to be as precise as possible !!.. do you have any idea about how can I achieve this collision accuracy for a movable mesh ?? Thank again :slight_smile:

Which 3d software you used to create the mesh?

One solution is to open the static mesh in editor and use the automatic collision generation
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Change settings anyway you want and then apply.
Check the Simple Collision checkbox

Then you’ll see the collision in green wireframe in the viewport

Yeah I know this method, but it doesn’t give me the result i’m aiming for… it not as accurate as i want it to be… I am using Autodesk Maya and Cinema4D by the way.

You can recreate the surface as accurate as it is in the per-poly collision, you just have to do it with multiple hulls. There is no way around it and this is not a bug. UE4 cannot use per poly collision for movable objects. You’ll have to create the hulls, or change software

Also, you don’t have to use UE4 for the collision creation.
You can do it in the 3d software by creating the hulls in there and naming them UCX_{Object name}_{index}. If your object was named Chair then the collision hulls would be UCX_Chair_00, UCX_Chair_01 etc.
That way you will have fine control over the collision.
Then just export them to fbx and when importing in UE4, check OFF the “One Convex Hull Per UCX” and it should import all the collision