for simple prototyping purpose i need the player to collide with imported world geometry aka a static mesh from max. I know how the normal setup works, but since i import static meshes frequently for testing it would be nice to temporarily let the player's CollisionCylinder collide with the Mesh itself.
Actually im not sure how todo this? I "played" around with the bCollideComplex and the CollisionChannels, but its not working.
I would assume i need to somehow tell the imported mesh to collide per poly with the actor collision component.