Collisions not scaling with mesh

When importing a mesh with custom collisions, they do not follow the mesh when scaling.
I create the meshes in Maya. The main mesh & collision meshes have all had their translations reset to 0, 0, 0.
grouped with the UBX & UCXs and import them into UE as an fbx.

Import settings:
offest translations = 0
offset rotations = 0
offset scale = 1

Import collisions = yes
import collisions according to mesh name = yes
one convex hull per ucx = yes
collision fallback type = none

Possible cause:
The collisions have rotations which may be the cause of the issue.
0, 90, 90.
When manually imputting 0, 0, 0 & changing the scale extents, I have been able to fix this on a mesh basis.
However, this issue persists over various meshes & am looking for an easier workflow.
Is it possible to reset the UBX/UCX rotations of 0, 0, 0 on import or any other solution?

can you share how the collider is set in ue?

if you open the mesh editor, and can see the collider there, it should scale with the mesh.

if you’ve set the collider on a bp, then it depends on how you’ve set it. (e.g. you might want to make the collider a child of the mesh, or scale the collider and have the mesh as a child. and you’ll have to adjust the pivots of both.)