
In this project you will be able to open, close and push assets using physics and also decide if the assets needs a key to open or not and many other features. Going back to my original project issue of strange terrain collision ( again, see this post for more details on that), I made a copy of my original project, removed the FMOD plugin and all references to it, and the terrain bug goes away.įor some reason the 4.23 integration is interfering with UE4’s physics / collision system. Interaction with assets using physics in a realistic way. Once I disable the FMOD plugin, it compiles just fine. I Ran the normal initialisation (Help > FMOD Validation), and then tried to compile the project to a standalone build, and I get this error:Īssertion failed: Local1.IsValid() & !Local1.ContainsNaN() Unless something changed with 2.80, youre supposed to set scale to 0.01 if using metric. I did not add any FMOD banks or build an FMOD project at all just created an empty FMOD folder in the Content directory. Unreal Engine Physics Essentials by Devin Sherry, Katax Emperore. After exporting as an FBX, the physics asset now creates multiple rigid bodies based on a Min Bone Size of 5.0 or up, instead of one giant rigid body. I decided to create a fresh project (First Person BP) and add the FMOD plugin. (1) When Importing a static mesh as collision to. But when I’m editing my mesh, there seems to be scaling issues. I understood I can’t do that as part of the import process, so I’m trying to create separate collision meshes, export them, then import them using the physics editor. I have posted details on that issue on the UE4 answerhub here but I believe the issue can be tracked back to the FMOD integration. I created a skeletal mesh with animation and I’m now trying to create a good collision mesh from it. A UASSET file is an asset file used by Unreal Editor, a. You can also assign and adjust APEX clothing, or define and associate a Physics Asset for the Skeletal Mesh (which is. convertsceneunit (bool) - Read-Write Convert the scene from FBX unit to UE4 unit (centimeter). I am currently investigating a strange terrain collision issue affecting a blueprint-only project. The Asset Details panel, which is located inside of the Skeletal Mesh Editor, shows specific properties pertaining to a Skeletal Mesh (such as the Materials being applied to its surface) as well as skinning and LOD options.
