UCX_Collision getting messed up on import (ruins Physics simulation)

Bump! Please help. I can’t for the life of me figure out how to get collision on bowl mesh. UE4 seems to mangle the custom collision on import. I tried multiple combinations of collision import settings, but the best I could get was mess.


Got bowl-shaped static mesh called “bowl” (with custom collision, called “UCX_bowl_00”, that is just a copy of the mesh itself). Afaik, the only way to get custom collision is to export the mesh and collision together. (Was hoping I could simply duplicate the static mesh in the editor, then set the Mesh’s collision to the duplicate, but I guess UE4 doesn’t support that workflow…)

is what it looks like in Blender and Max:

Exported it as Binary, and imported in UE4 with these settings.

Checking it out in the static mesh editor the topology is all jacked up.

(Note the crazy green lines)

Anyone have any recommendations on getting clean collision on bowl without having to create a bunch of separate boxes that match the contour of it?

Note: In the end will be used with Simulate Physics enabled.
As it is, enabling physics on the messed up collision, the bowl works for a bit and then eventually just snaps at some point and stops simulating completely.

Thanks in advance!

usually happens if your collision and mesh are identical. In that case I would just use the Static Mesh as collision.

Thanks for the info, Ninjin. The Static Mesh and its UCX custom collision are identical. I didn’t know that would cause issue. Sorry, but what do you mean by use the Static Mesh as collision? Would it still be able to simulate physics? I’ve looked all over the place for various ways of getting collision but nothing I’ve tried has worked.

Did you check out one? And yes, you would still be able to simulate physics, but never forget that using your static mesh for collision is way more expensive than using cubes and spheres.
*Looking at link it should work with simulate physics.

Thanks for the links. Actually, no. I’ve never seen either of those links before. They’re really easy to understand too.

Before posting, though, I understood that setting the static mesh’s collision complexity to “use complex as simple” means it won’t simulate physics. Maybe I’m misreading it, or failing to read between the lines, but that second link says that behavior is as designed (with the added fact that collision is completely disabled, too).

So far the only way I know how to get collision, that can simulate physics, on bowl-shaped mesh is to create about 60 or so cubes. That’ll take 4 times longer to create than the actual mesh. hehe

There aren’t any other physics simulations going on, so it’s OK if it’s way expensive. But judging from the docs it doesn’t seem like the engine supports physics simulation on complex collision. Do you have a special method for getting it to work?

Regardless, your info about the identical custom collision causing the problem seems to be the answer to my initial question. I apologize for not marking the question as answered.

I can only think of the obvious and use less complexity for your self made collision in Blender or use 32 Hulls to create collision inside Unreal.