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How do you export/import a UCX collision for a rigged/animated object object

If you have a sci fi door that has complex animations - but once they are done they spread apart opening the door how do you get the UCX collision in Maya to do export to Unreal along with the rig - it seems to work for static objects but not rigged objects any Ideas?

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asked Nov 29 '14 at 02:42 AM in Using UE4

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Ghostblades
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Hi Ghostblades,

This documentation should help point you in the right direction: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html#collision

This will work with Static Object.

For Rigged objects you cannot have UCX collision. You only have the option for physics bodies by selecting the skeletal mesh > Right Click > Create > Create Physics Asset.

These won't be near as accurate as UCX collision though.

I would recommend importing as static meshes and then setting them up in a Blueprint to animate by moving them through scripting.

If you need help with that we have some tutorials that can help.

Let me know,

Tim

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answered Dec 22 '14 at 10:00 PM

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Tim Hobson ♦♦ STAFF
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avatar image Ghostblades Dec 23 '14 at 04:28 AM

I haven't tried this yet, but I got another tip to add a socket to the bone and attach a piece of collision volume to it - is that possible?

avatar image Tim Hobson ♦♦ STAFF Dec 23 '14 at 05:08 PM

I honestly haven't done too much with sockets so I can't say for sure. Since the socket can have static meshes attached I'd imagine this could work though.

avatar image paulkind3d Jan 22 '19 at 08:55 PM

Is there a way to turn off the visibility of specified meshes in an animated mesh actor? If so, this (above) solves my specific need for a low poly collider acting as a proxy to generate a simple collision mesh.

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