How to handle BSP geometry
BSP stands for Binary Space Partition. BSP allows you to quickly create and lay out surfaces such as floors, walls, and ceilings which are lined up with each other without having to worry about using any other software. BSP helps you in the design stage, and generally geometry made with BSP can later be replaced by more efficient, more detailed StaticMesh assets. But besides being a modeling tool, BSP can be used to do a lot more, like serve as triggers, lighting volumes, and collision. We'll look at how to generate BSP and how to convert it to a StaticMesh and to a Volume.
Getting ready
Open a Blank Map from the UDK templates. Make sure you follow these steps:
- Go to Viewport Options [ ] (which appears in the upper corner of each viewport) and choose Show | Use Defaults. If you ever hide scene elements accidentally and get lost, restore them by using Show | Use Defaults.
In the main menu choose View | Viewport Configuration | 2x2 split.
- In the perspective viewport...