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Jourloy2017-07-29 22:27:32
unreal engine
Jourloy, 2017-07-29 22:27:32

How to fix fbx model issue?

I created a model in a blender, it is almost vertical, but one piece at the very top of the model goes to the side.
I load into Unreal, check the size, the character can theoretically pass under this ledge, however, when starting the game and trying to guide the hero there, he cannot pass. It feels like the size of the model "hangs like a cloth" from it. How to make it so that under the ledge there was an opportunity to pass?
I made the model in pieces, there are 5 in total, then combined it into a single CTRL + J
4baf810321d7434a860f8300a0761913.jpgUnder the right branch, the character cannot pass, and under the left one too

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2 answer(s)
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Jourloy, 2017-07-31
@Jourloy

Yes, the comment from Roman Volodin was correct, for those who are interested in how I solved the problem, here is an explanation for you:
Create a model, export it to UE4, there RMB on the model -> Edit -> There is a collision in the top panel with icons, select a simple collision , then in the very top panel, click Colision -> Auto Convex Colision , and at the end, click Save .
profit.

R
Roman Volodin, 2017-07-31
@cronk

The only thing that comes to mind is to check the settings of the object in the engine. If the character is supposed to be able to collide with other objects (for example, to make it impossible to pass through a wall), then the objects should have a "collision object" (of type, collision object), on which collisions will be calculated. Often this very "object" is by default set as a cube described around an object (a tree in this case).
In Blender, you can specify that when simulating dynamics, collisions are calculated directly from the object mesh. I would look for such an option in Anreale.

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