Invisible wall within imported mesh

There are some different ways to do this but probably your collisions are whats failing, what I would suggest looking into is to set the 2 parts of your trap up as different actors, then animating them with physics or root animation as needed, (note “root” animation, normal animation will not work with static physics as far as I know), “FBX Static Mesh Pipeline in Unreal Engine | Unreal Engine 5.2 Documentation”, (check under collision for a simple explanation into exporting the physics correctly).

I don’t understand what you mean by “coming back to 3ds max” but I hope that helped,

//glhf

Hi I’m first year on game art and one of my assesment was to learn basics of UE4. I had to make a simple model with animation in 3ds max and imported it into UE4, render it and record the animation within the UE4. I got over importing part and set up a trigger for animation through sequencer. Imported mesh is composed from two separate parts a platform on the ground and cage hanging few meters above it. I want to trigger animation while standing on the platform and trap the 3rd person character inside the cage but there seems to be some invisible wall which blocks character from getting in the middle of the platform. I turn off the collision but that appears to work on the whole model so character may reach the middle of the platform but he swimming through the mesh. Is there a way how to make platform work like a floor and cage like a walls, without invisible cylinder in the middle, and coming back to 3ds max? Thank you very much for your help ^.^