However this might cause all sorts of issues later on you may get light leaks weird calculations of distant mesh fields if you use them or collision errors like objects or the player falling through the surface depending on how you setup your collisions.
Creating a floor mesh unreal.
This only happens to meshes that are set to using use complexcollision as simple my meshes act correctly with any other collision setting.
You need to create those meshes in third party software like blender 3d max or maya.
Well in terms of polycount you are better with a regular plane 100x100x0.
With starter content enabled during the project set up you are given a set of static meshes to use.
In unreal we have to create a material.
Then import them into ue4.
So in your generic browser in the same package as you place your mesh rightclick and select new material.
I ve tried with multiple meshes and it appears that it depends on the height of the mesh.
The problem is though that the other settings make collision too far away from meshes or block open spaces a character needs to pass through.
Using content browser search for a static mesh.
However you can create static meshes from the basic geometry you found in the editor.
A how to series that will help you learn the basics of using the static mesh editor.
I have a simple actor that only has a static mesh and after i set it to simulate physics it drops through the floor.
Guess i could even model a low poly version of the asset and use that as the collision volume like you could in udk.
How to set up collision.
Setting collision to blocking all doesn t help at all neither does turning on ccd.
And now is the time where the tutorial writer goes oh and before that you should.
Hope epic add collision volumes to instanced meshes in an update but in the meantime i ll just wrap my instanced meshes in a collision volume.
Static meshes are 3d models created outside unreal engine 4 inside a modeling application such as maya maya lt 3ds max modo blender or other and then imported into ue4.
I ve tried replacing the default scene root with static mesh since i think it does change something but to no avail.
With a small mesh the offset is about 4 units but with a taller mesh like the mannequin it s floating more like 10 units.
Auto align floor to mesh causes floor to align well below the mesh.
Please help my game is dying.
Is this a ue bug or is there a fix coming for this soon.
Thanks for the heads up zuestiak.
Causes the mesh to float.
I ll look into that.