I ve tried with multiple meshes and it appears that it depends on the height of the mesh.
Creating a floor mesh unreal.
Causes the mesh to float.
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.
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.
With starter content enabled during the project set up you are given a set of static meshes to use.
Well in terms of polycount you are better with a regular plane 100x100x0.
Please help my game is dying.
I have a simple actor that only has a static mesh and after i set it to simulate physics it drops through the floor.
The problem is though that the other settings make collision too far away from meshes or block open spaces a character needs to pass through.
And now is the time where the tutorial writer goes oh and before that you should.
I ll look into that.
Guess i could even model a low poly version of the asset and use that as the collision volume like you could in udk.
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.
This only happens to meshes that are set to using use complexcollision as simple my meshes act correctly with any other collision setting.
I ve tried replacing the default scene root with static mesh since i think it does change something but to no avail.
How to set up collision.
You need to create those meshes in third party software like blender 3d max or maya.
A how to series that will help you learn the basics of using the static mesh editor.
However you can create static meshes from the basic geometry you found in the editor.
Unreal engine 4 documentation unreal editor manual managing content content asset types static meshes static mesh how to.
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.
So in your generic browser in the same package as you place your mesh rightclick and select new material.
Thats right you have to reassign the material inside unrealed but unreal need moore than just a diffuse texture.
In unreal we have to create a material.
Is this a ue bug or is there a fix coming for this soon.
Ue4 is not for creating meshes.
Using content browser search for a static mesh.
Then import them into ue4.