Complex collisions in USD Stage not working

Hey guys,

just trying to figure out UE5 for me. Im using 5.44 on windows 10 64-bit, and blender 4.0.

I have a hole set of problems when trying to import the meshs i’m currenly working on as .fbx (error messages, shading problem, so on). When using the USD-Stage (and importing from it) i mostly have none of these. Naturally i want to use USD, but there is a severe problem i’m facing.

I can add a simple collision an it’ll work fine, but using complex collisions (and i need need them for my meshs, at least for testing purposes) there just won’t be any collision.

Here’s what i did. Export Meshs as .usd.; Load .usd up; click on one of the meshs. In the details tab i select my static mesh (in this case “plane_0”, which should make up my floor (I*m not clicking on instance but on it’s child)). There i search for collision, i leave everything as it is

(sim. gen. hit. ev = off; Phys mat. = none; Gen. overl. ev. = off; Char. step on = Yes; Coll. def. = Default (turning to “BlockAll” doesn’t change anything), advanced = all unticked)
except for collision default turning to default or block all.

Then i go to the editor dfor the static mesh, search for coll and leavy everything as is, except for coll. def. = BlockAll and change coll. compl. to “use complex collision as simple”.
This approach works for .fbx for me and this problem repeats to new, untainted projects.

It quite an disappointing problem, and if you could help me out, i’d be very grateful.

PS: Also, when i’, updating my usd, the UE5 doesnt remeber the collisions, and i’ll have to reasing this everys time. What’s causing this?

Why would you use UniversalSCENEFormat to deal with meshes?

Not that it shpuldnt work, mind you. But you are better off sticking to FBX whenever possible.

The problems/errors you have just mean that you didn’t create your models correctly with all the needed information:
Lightmap with non overlapping UV, UBX/UCX definitions, LODs, etc.

Changing what format you export/import isn’t going to make the missing pieces magically appear, I wish! It would definitely save a ton of time in asset creation if it did.

Review the FBX pipeline docs.

Or whatever this mess they made out of the once Okish documentation is…
Eggheads must have decided that no one needs to access and learn anymore…
To their defense, it lowers the amount of “why does this engine just not work” valid questions out there :stuck_out_tongue_winking_eye: