3ds max FBX imports with bigger root resulting in incorrect phat collision
Hello folks, I just came across the reason a collision of my skeletal mesh was giving really weird results and many headaches such as linetraces stopping halfway through the length of the mesh.
So it ends up the root bone has been scaled up to 2.54 making the collision mesh 2.54 times smaller. Now the weirdest thing of it all is that the mesh has the desired size when placed in the world or spawned through blueprint.
First thing i did was check in 3ds max if the scaling or anything would be off (which it wasn't) but just to be sure i reset the 3 meshes that make up the skeletal mesh using xform and reset scale/transform. Exported again using z-up (instead of y-up which I've been doing for all my work) and units in cm but of course no luck. Tried importing the skeletal mesh in a new 3ds max scene and importing in a new blank UE4 project but all resulting in an incorrect measurement of the object size (2.54).
Also tried adjusting this in the import menu by changing the uniform scale to "0.3937007874" where the scale is set to 1 but this results in the mesh being way to small.
Please if someone has a solution to this nightmare i would love to hear it!
asked Mar 26 '19 at 03:10 AM in Using UE4
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