# Best way to do hollow collisions?

**URL:** <https://forums.unrealengine.com/t/best-way-to-do-hollow-collisions/325053>\
**Category:** World Creation\
**Tags:** Blender, unreal-engine, Collision, UE4, question\
**Created:** [July 13, 2015, 7:00am UTC](https://forums.unrealengine.com/t/best-way-to-do-hollow-collisions/325053 "2015-07-13T07:00:28Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![anonymous\_user\_2ed5b4c7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2ed5b4c7](https://forums.unrealengine.com/u/anonymous_user_2ed5b4c7)\
**Post date:** [July 13, 2015, 10:02am UTC](https://forums.unrealengine.com/t/best-way-to-do-hollow-collisions/325053/2 "2015-07-13T10:02:06Z")

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HI!

It does not matter what kind of 3D software you use. You need remember some basic rules.

1. Collision mesh can be only closed mesh - sphere, box, cylinder, cone. But tube or similar not acceptable.

2. For complex meshes, you can use group of collision meshes.

3. Collision meshes should be in scene Root and do not grouped and not parented.

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This video for 3DS MAX, but rules is valid for all 3d programs: [Unreal 4 Creating Custom Collision (for concave surfaces) - YouTube](https://www.youtube.com/watch?v=Gy1ZBp_OTVo)

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