Mesh World collision with Pawn CollisionCylinder?
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.
I think what you want to do is uncheck use simple box collsiion and line in the properties of the static mesh in the static mesh editor. So imported meshes will collide per poly.
Ah thx this worked.
Originally Posted by ajr2764