Corrected step for setting the physical asset mesh and updated photo.
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@ -126,11 +126,13 @@ In the dialogue box that pops up:
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The Skeletal Mesh will appear along with two new files, `<vehicle_name>_PhysicsAssets` and `<vehicle_name>_Skeleton`.
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__3. Set the raycast sensor mesh.__
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Import the rest of your `.fbx` files separately from the main vehicle skeleton `.fbx` file.
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__3. Set the physical asset mesh.__
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>1. Open `<vehicle_name>_PhysicsAssets` from the **_Content Browser_**.
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- Right-click on the `Vehicle_Base` mesh in the **_Skeleton Tree_** panel and go to **_Copy Collision from StaticMesh_**.
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- Search for and select your `SM_sc_<vehicle_name>` file. You should see the outline of the raycast sensor mesh appear in the viewport.
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- Search for and select your `SMC_<vehicle_name>` file. You should see the outline of the physical asset mesh appear in the viewport.
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- Delete the default capsule shape from the `Vehicle_Base`.
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- Select all the wheels:
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- Go to the **_Tools_** panel and change the **_Primitive Type_** to `Sphere`.
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@ -141,7 +143,7 @@ __3. Set the raycast sensor mesh.__
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- Adjust the wheel sphere to the size of the wheel.
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- Save and close the window.
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>>![Collision mesh](../img/collision_mesh_vehicle.png)
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>![Collision mesh](../img/collision_mesh_vehicle.png)
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__4. Create the Animation Blueprint.__
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