Hello,
I created a prop for my game with a custom collision box around it in max like so: Screenshot by Lightshot
I made sure to call the box UBX_{rendername} and in while importing I disabled “auto generate collision”.
When I open the asset in unreal it looks like this: Screenshot by Lightshot
So clearly the collision mesh did import correctly and I enabled cusomized collision (not sure if I need this?)
Then I created a blueprint using this mesh and set my collision presets like I did with my other assets (which are just cube placeholders): Screenshot by Lightshot
Now when debugging it does not stop the trace when using “get hit result under cursor by channel” but when I set the collision to the “BlockAll” preset my character does walk against the custom collision mesh like it’s a invisible wall (like it should be).