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?

Hi Ghostblades,

This documentation should help point you in the right direction: FBX Static Mesh Pipeline in Unreal Engine | Unreal Engine 5.1 Documentation

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

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?

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.

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.