UCX import from Blender issue

Anyone else having trouble with ucx models not importing properly from blender?
I amusing UE4.18.0 and blender 2.79. I have looked at many tutorials and followed them EXACTLY, using the UCX_xxx naming.
After importing my model from blender with the UCX named mesh, i go into UE and it imports fine. Then when i go into the static mesh editor under collision tab, the collisions are set to the auto generated, as if the custom UCX is being totally ignored.
thanks guys and girls.

Yes, also having the same issue. Correct naming convention used, but UE just appears to ignore them. Tempted to use complex collision as simple option for my building as it is quite simple, but I would rather be in the habit of using my own ucx files. Would be nice to see an answer to this one.

Did you ever found a solution to the problem - I am asking because im having the same problem here now

I’m not sure but I managed to get UCX working on an old project (can’t really test it as it uses kinect and I don’t have one here) but in the details panel of my StaticMesh, I check the “Customized Collision” checkbox (the last option in the “Collision” category.

I can’t remember if it was the option that made it work but it’s worth checking ^^

I have found there to be three reasons collision does not import the way you expect:

  1. You forgot to disable “Generate collision” during import
  2. The collision mesh is not named exactly according to the naming convention, so UE4 doesn’t associate your collision mesh with your static mesh during import.
  3. Your collision mesh is not convex so UE4 approximated it with it’s own convex hull.

Issue 1 is easy to correct – you just need to import the mesh again using the “Import” button and make sure that “Generate collsion is off”.

You can detect if you are experiencing issue 2 if you open the static mesh up for editing in UE4, turn on display of “Simple collision”, and do not see any collision (in green) appear. The name of the collision mesh must be UCX_NAME_OF_STATIC_MESH_01, UCX_NAME_OF_STATIC_MESH_02, etc, where NAME_OF_STATIC_MESH must match the name of the object as it appears in the FBX file.

You can detect if you are experiencing issue 3 if you open the static mesh up for editing in UE4, turn on display of “Simple collision”, and see collision in green, but it looks like an approximate “wrap” around the collision you provided.

I found this video helpful: Blender 2.8 Custom Collision for UE4 - Blender for Game Development - YouTube

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I have found there to be three reasons collision does not import the way you expect:

  1. You forgot to disable “Generate collision” during import
  2. The collision mesh is not named exactly according to the naming convention, so UE4 doesn’t associate your collision mesh with your static mesh during import.
  3. Your collision mesh is not convex so UE4 approximated it with it’s own convex hull.

Issue 1 is easy to correct – you just need to import the mesh again using the “Import” button and make sure that “Generate collsion is off”.

You can detect if you are experiencing issue 2 if you open the static mesh up for editing in UE4, turn on display of “Simple collision”, and do not see any collision (in green) appear. The name of the collision mesh must be UCX_NAME_OF_STATIC_MESH_01, UCX_NAME_OF_STATIC_MESH_02, etc, where NAME_OF_STATIC_MESH must match the name of the object as it appears in the FBX file.

You can detect if you are experiencing issue 3 if you open the static mesh up for editing in UE4, turn on display of “Simple collision”, and see collision in green, but it looks like an approximate “wrap” around the collision you provided.

I found this video helpful: Blender 2.8 Custom Collision for UE4 - Blender for Game Development - YouTube