[ue4] [Getting Started] | Static mesh model collision settings and merging Actors (merging static meshes)

In the last issue, we learned to turn the built house model into a static mesh (also a model)


But the static mesh has no collision, so you need to set collision for this model.

Static mesh model collision settings

1. Double-click the created static mesh

2. Find the collision in the details panel on the upper left

3. Find the collision complexity --- select the fourth one to use complex collisions as simple collisions

When playing the demo, you will notice that the character will move across the sofa

1. Find the details panel on the right

2. Find Static Mesh

 3. Double-click the static mesh model

 4. You can set the collision type

 5. After modification, the character model will no longer pass through the sofa.

Merge Actors (Merge Static Meshes)

After clicking Hide, you will find that the sofas and chairs cannot be hidden. If you want these models to become a whole with the house, you can:

1. Search for Static Mesh in the world outline---ctrl+a to select all static mesh models

 

2. Select the window---click Developer Tools---Merge Actor

3. Click Merge Actor to create a static mesh with all models

 Merging actors is that when making a new level that requires the use of some previously made models, you can directly drag the static mesh into the viewport, which is very convenient.

 //ok! ! The study of Chapter 6 is finally over! Let’s re-open the chapter and start Chapter 7 (Using Terrain Tools)

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Origin blog.csdn.net/m0_63501513/article/details/131829653