Concave Collision for Physics Actor

I have set up a player pawn with 6 degrees of freedom based on this tutorial A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums.

It’s a great tutorial and the pawn moves perfectly using this method. Collision works on flat surfaces as well. The problem is per poly, or complex, collision does not work with a physics actor as far as I can tell, and the pawn has physics turned on. I love the results with it on and I can’t replicate that exactly with physics off. I have a large, low poly object that works as a 3d maze with internal tunnels for the player and ideally I would just set up per poly collision for it since its low poly anyway.

Since per poly isn’t working I’ve tried UCX collision from blender, and that always comes out convex, so the tunnels are blocked off. I thought it was possible to have multiple UCX pieces set up as UCX_MeshName001 and counting, which should solve this, but I haven’t been able to get more than one collision imported with the mesh.

My last idea for this is to break the mesh into many flat pieces with simple collision on each. I don’t see why this wouldn’t work, but the mesh has already been build procedurally using Sverchok, so I would have to break it apart and rebuild it in UE. More than that however, this would turn 1 draw call into 60+ draw calls, so this is really not ideal.

Anyone have an idea? Am I doing something wrong trying to import multiple collisions on 1 mesh?

Hi, did you solve your issue in any way ?