I ve tried with multiple meshes and it appears that it depends on the height of the mesh.
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.
Please help my game is dying.
I ll look into that.
Thats right you have to reassign the material inside unrealed but unreal need moore than just a diffuse texture.
And now is the time where the tutorial writer goes oh and before that you should.
I have a simple actor that only has a static mesh and after i set it to simulate physics it drops through the floor.
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.
Setting collision to blocking all doesn t help at all neither does turning on ccd.
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.
Ue4 is not for creating meshes.
How to set up collision.
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.
Auto align floor to mesh causes floor to align well below the mesh.
Thanks for the heads up zuestiak.
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.
A how to series that will help you learn the basics of using the static mesh editor.
Is this a ue bug or is there a fix coming for this soon.
Using content browser search for a static mesh.
So in your generic browser in the same package as you place your mesh rightclick and select new material.
Guess i could even model a low poly version of the asset and use that as the collision volume like you could in udk.
Then import them into ue4.
I ve tried replacing the default scene root with static mesh since i think it does change something but to no avail.
You need to create those meshes in third party software like blender 3d max or maya.
In unreal we have to create a material.
Unreal engine 4 documentation unreal editor manual managing content content asset types static meshes static mesh how to.
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.