I have multiple questions : 1. Why doesnt my platform has collision I can walk through the platform how can i fix that? 2. Why doesnt my created display boards work. when i place them and set the marker to the right platform but it doesnt light on on play
I've only got a spare minute, but for #1, the platform should have a property (I forget if you need to bring it up in the editor's editor, where it will be under import settings, I think) for collision. The option you want to select is "use complex as simple." Gotta get back to work, hope that helps!
Okay I'm back. Now assuming you're using a static mesh for your platform, if you double click on it in the content browser, you should see a new window come up with the platform on its own in the main window on the left, and on the right should be all of the options for your static mesh, including import options. This part of the PC Editor works exactly the same as it does for UnrealEngine4, if that helps. Sorry I can't get you a screenshot, I'm at work at the moment.
Here is a screenshot showing the collision settings. It's actually in the next section down from import settings, sorry.
when i change it the editor just crashes Assertion failed: RenderData->IsInitialized() [File:F:/DEV/ND24-BuildPublicEditor-EpicRelease/Engine/Source/Runtime/Engine/Private/StaticMeshRender.cpp] [Line: 180] Uninitialized Renderdata for Mesh: SM_GenericPlatformPiece_MAG_04, Mesh NeedsLoad: 0, Mesh NeedsPostLoad: 0, Mesh Loaded: 1, Mesh NeedInit: 0, Mesh IsDefault: 0
Sounds like you're using a platform asset from one of the other routes, and that would explain why it doesn't want you modifying it. To be honest, I've been modeling most of my own assets, except for some trees. You should be able to export and re-import just the mesh of your platform as an .fbx file, which is one way you should be able to change that value. I wish I could help further, but I don't expect to have much time to spare for the next day or two.
Custom collision is actually really easy in UE4. You just have to create a simplified, closed mesh and give it a UCX_ Prefix. Unreal will then recognize that it's supposed to be collision and process it accordingly. https://dev.epicgames.com/documenta...atic-mesh-pipeline-in-unreal-engine#collision