Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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?

Product Version: Not Selected
more ▼

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

avatar image

114 16 24 34

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

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,


more ▼

answered Dec 22 '14 at 10:00 PM

avatar image

Tim Hobson ♦♦ STAFF
48.9k 887 101 877

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.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question