the collision workflow is for pairing a convex shell around a mesh and will appear in the static mesh object.
what you are looking for is a way to add a series of collision volumes over scene actors. this is an interesting idea, however it would help to understand why you feel it’s preferable doing it in 3ds max rather than sculpt them in unreal directly?
Thank you for taking the time to reply. Here are some reasons:
-Sculpting in unreal is time consuming vs doing it in 3D max where one has far better control over the mesh and it’s sub-components.
-After modelling collision around one doorway, it’s east to and paste and adapt it to other meshes in 3D MAX.
-Instances of doorways with multiple UXC hulls as I understand would translate as a single instance in Unreal via datasmith, which again is a huge time saver.
Hope this gives a glimpse into the why.
The scenario here is a fully modelled building in Revit with dozens of wall segments and doorways.
Any other workflow suggestions would be most welcome.
We also ran into this recently and just switched to complex collisions instead.
But before that, I just ended up taking our relevant geometry and extruding + splitting a few dozen boxes out from it. All of those boxes had unique orientation, and I couldn’t imagine doing that by hand.
(Also, I did not presume that Datasmith could handle this, since it seems like a remnant from the UDK days, so I just used straight FBX import. It’s still a bit puzzling why you can’t add collision meshes to a staticmesh natively via the Unreal editor interface… and yes, I’m going to say it again… like you can in Unity).