Actually you could have a plane kind of collision setup if you would really want to. I think the per poly collision can act like 2 sided, so what you could do is to import a plane, make it colliding per poly, and attach it to your mesh. But I dont see a point of doing this.
Convex objects can be any completely closed convex 3D shape. For example, a box can also be a convex object. The diagram below illustrates what is
But can't you set the collision type to simple? I recall doing something like this before, my bad if I remember that incorrectly hehe, maybe you can search on that.
I have a floor in my current project that is a simple plane made of 2 triangles. To setup collision, I went into the static mesh editor and choose "add box simplified collision."
EliasWick would be looking for. No need for making a custom collision mesh (assuming we're actually talking about a plane and not some complex flat mesh.
As far as I can tell, when doing the box simplified collision, it appears to be functionally equivalent in size to a plane. So my guess is that it's making a box with a height that's 0 units (which is basically a two sided plane). So perhaps you could experiment in your 3d modeling package with either two sided planes, or boxes that have a height of zero?
Best habit for collision is to use water tight meshes, basic primitives and meshes with some thickness are ideal.
UCX is the standard I believe, no more UBX or USP or MCDCX suffixes like UDK days.
For a ground floor, which is just a plane, a box is sitll ideal. Furthermore, if you begin to make stories for a buildings, lets say, then your floor becomes a ceiling also. It's better to think about your collision as the volume that this mesh takes up, meaning thickness.
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Actually you could have a plane kind of collision setup if you would really want to. I think the per poly collision can act like 2 sided, so what you could do is to import a plane, make it colliding per poly, and attach it to your mesh. But I dont see a point of doing this.
EliasWick would be looking for. No need for making a custom collision mesh (assuming we're actually talking about a plane and not some complex flat mesh.
UCX is the standard I believe, no more UBX or USP or MCDCX suffixes like UDK days.
For a ground floor, which is just a plane, a box is sitll ideal. Furthermore, if you begin to make stories for a buildings, lets say, then your floor becomes a ceiling also. It's better to think about your collision as the volume that this mesh takes up, meaning thickness.