Hello again!
Glad you could fix the initial problem. Now, for the collision to correlate exactly how they look like in Blender, we have to check a few more parameters.
From your original post, you are using the proper naming convention for collision pieces, so that’s covered (UCX_assetName_01, and so on). Now, when exporting from Blender, please make sure that you select ALL the assets involved, the entryWay and its coliisions. Then, limit said export to the Selected Objects, and make sure you set Apply Scalings to FBX All (which should avoid deformation in the boxes).
Now, from UE, it should look like this:
Specially the “Import Collisions According to Mesh Name” check, as it governs the prefixes you are using:
And make sure no settings are enabled to generate missing collisions (these should not even be available in the first place, as your transfer includes collisions, but double checking is always good).
Once completed, open the asset in editor, click the Eye icon, and enable “Show Simple Collision”. If what you see is a green wireframe box, that’s UE generated collision, meaning something went wrong during transfer. Instead, if you see green shapes matching your Blender setup, then you are good.
You can also play around with collision complexity inside your asset, try changing it to “Use Complex Collision as Simple”, and check if it alters the box.