So, I'm just learning UDK and have run into the High Collision Prims note on some of my assets as I import them. I figure this is a problem but can't seem to get the count as low as i think it should be.
I have a tree that i am importing. I've made a collider with 2 cylinders and 4 spheres, all with the gaps between the objects like I've read I should have but when I import, UDK splits up the collider into 40 or so crazy pieces. The collider works as I want it to as I run around the level. But I'm afraid that if I get a bunch of things like this on the level it will bog down. I did find one person saying that he has never had a performance issue with high counts, but I'm not sure I believe that.
Replies
http://udn.epicgames.com/Three/FBXStaticMeshPipeline.html#Collision
What about my second question? Do collision prims read like geometry or are they handled differently?
There is an import flag for when you import staticmeshes by the way, One Convex Hull Per UCX.