Collision from Maya loses tessellation when imported

I have a simple cube that I am using with my spline mesh generation blueprint. The render mesh, thinCube, has a tessellation of 10x10x4 that works just fine, I duplicated it and renamed the resulting mesh UBX_thinCube. I then selected both and exported via FBX. Unreal imports the render mesh fine but the collision mesh has no tessellation at all (which I need for the spline), it is getting imported but its lacking any of the inside information. I’m scratching my head as to why this is happening. I updated my FBX exporter plugin and still no changes. I’ve tried the UCX prefix too because I remember in the past that worked. I’ve exported/imported like two dozen times now and I’m getting a little bitter :slight_smile:

Anyone have any ideas? Something weird with Maya? Unreal?

Thanks in advance.

What happens when you disable “one convex hull per…” and “auto generate collision” in your import settings? :slight_smile: