Complex collision not working

Good evening guys/gals,

If anyone can please help I would greatly appreciate it. Long story long. I’m creating a level in 3ds Max. I figured out how to export from 3ds max and import into Unreal Engine 4. Problem is I can’t figure out for the life of me how to create a complex collision in 3ds Max and apply/import it onto the static mesh. I’ve spent now 90 minutes watching videos and nothing seems to help. Below is the process I tried for a simple cube (just to see if I could get it to work).

3ds Max:
Box (Export, Export Selected, Save as type - *.FBX)
FBX Export presets:
Geometry - (checked) Smoothing Groups, Triangulate, Preserve edge orientation.
Units - (unchecked) Automatic. Scene units converted to: Centimeters.

Unreal Engine 4:
Import *.FBX file.
Auto-deteced: Static Mesh.
Normals - Calculate Normals.
Advanced options:
(checked) - Combine Meshes.

All is well thus far. the box is now in Unreal Engine 4.

I then create a box of equal size in 3ds Max, but name it with the following convention - UCX_Box001 (Box001 is the name of the static mesh I imported).

File, Export, Export Selected, Override w/ the same FBX Export Presets.

I Reimport into Unreal Engine 4 and nothing.

Can someone please tell me what the heck I’m doing wrong here.

Have you looked at this documentation yet?

It describes some things that seem like they would be useful to you.

I don’t know why but for one reason or another my reply would not post; something must have been wrong w/ the site. Hopefully it works this time. Regardless, thank you kindly for the feedback. I did however see this site and many more during my research. As far as I can tell I’m following everything, but still it’s not working. I’m posting pictures to hopefully help!

  1. 1st image shows FBX Export Settings in 3ds Max. Can you see anything I’m doing wrong here?
  2. 2nd image shows FBX Import Options in UE4. Can you see anything I’m doing wrong here?
  3. 3rd image shows the static mesh editor open in UE4 with with box I created in 3ds Max. I figured I’d keep it simple before trying to make a more complex collision mesh. As you can see the basic box collision supplied in UE4 is up and working.
  4. 4th image shows the collision created in 3ds max with the correct naming convention. The collision is named UCX_Character001. The original static mesh is named Character001.
  5. 5th image shows the static mesh editor once again. I exported the collision, saved over the .FBX, reimported in UE4. However when activating collision nothing happens. I check the collision tab and no option is available outside of the basic UE4 options. I don’t believe I have to do this as the collision should be attached to the static mesh now that I saved over the .FBX with the collision.
  6. 6th image shows a odd error I get when trying to import the .FBX with the collision already attached.

I hope this helps explain the problem in more detail. Again, thank you for any feedback! I’m certain it’s a simple problem, a problem I’d really like to move past!

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