Cant import custom collision from 3DS Max to UE4

I made a custom collision mesh in 3DS Max for an in game house mesh. I used basic primitive shapes and lined them up with the walls, left gaps for where doors are and saved as UCX_[meshname] . i selected both the house mesh and collision mesh and exported selected. when I imported to UE4 i got a warning “housecultMember has degenerate tangent bases which will result in incorrect shading.” I followed a video online and feel that I’ve done everything the same as instructor but can’t go inside house in-game. i checked the collision in collision tab and it looks nothing like what I made in 3DS max. If anyone knows what might be going wrong it would be greatly appreciated.

Hello phileas_decimus,

Have you made sure to follow the directions and suggestions provided with the Static Mesh Pipeline?

Static Mesh Pipeline

If you have double-checked your workflow and you are still experiencing the issue let me know. One thing to also make sure of would be to leave small gaps in between your collision boxes. I just tested importing custom collision and had no issues with the collision created.

Let me know if you need further assistance.

Cheers,

Hey phileas_decimus,

I thought I would provide you with some screenshots of the process I took yesterday when creating custom collision. For my example I modeled out a simple well and used the UCX and UBX naming convention to block out my collision.

Well Model

Well Custom Collision

Collision Combined with Mesh

Here is the combination of my Mesh and the Custom Collision created and imported into the Engine. Let me know if you have questions about the process, or if you still need help.

Cheers,

Hey Andrew,

Sorry for slow reply, Only getting back online now. Thanks very much for your help. It’s sorted now. The problem was with the naming of collision boxes, I built out all walls for the house mesh and used a single box for each wall, I then attached all the objects together and named them UCX_[meshname] , I think it just ended up confusing UE4, to fix this I had to name each box UCX_[meshname]_01, 02, 03 etc… Which thankfully worked. I really appreciate your help and your well mesh looks great :slight_smile:

Awesome! I am glad you were able to sort things out :slight_smile:

Yeah the naming convention and placement of your collision boxes are the most important part. Keep up the good work and let us know if you have any other questions or need further help.

Regards,

Thanks again Andrew, best of luck!