Collision from Blender to Unreal

I have made a model of my office, complete model, that includes all tables, doors of appropriate size, but i dont know what the collision from blender to unreal works ? What i mean is, should I give collision in Blender would that work in Unreal ? or i have to export each and every item, i.e. my table, drawer etc, and then apply collision to it ?

You should be able to make an object for collision in Blender and export/import that. For this you have to use a naming convention, where your collision objects are named as follows:

  • UBX_[RenderMeshName]_## for boxes/cubes
  • USP_[RenderMeshName]_## for spheres
  • UCX_[RenderMeshName]_## for your custom (convex) shapes

The ## means “some digits”, which can be used when you have multiple collision objects for a single mesh. You can find this and more info at: FBX Static Mesh Pipeline | Unreal Engine Documentation

Disclaimer: I have not tested this myself with exports/imports from Blender.

If you want collision with the geometry exactly as you already made it, and don’t plan to make simpler collision shapes, then you can set “Collision Complexity” to “Use Complex Collision as Simple” in your static mesh settings. This can be useful when you quickly want to test your scene before spending time on your collision modelling.

Hopefully this helps you with what you tried to do. Now, lastly, it might still be beneficial to export your items as individual models. Then you could, e.g., move tables in Unreal Editor when the office layout changes, or allow the player to open drawers.

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Oh, and here’s a video where this is actually done in Blender:

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