Enable mesh collision in runtime build

Hello,

I have been working for quite some time on a system that imports character models into my game at runtime. I have tried nearly every approach I could think of, but it currently seems impossible to generate a reliable mesh-based collider at runtime.

The workflow is as follows: the player loads a model into the game using the VRM4U plugin. After the model is imported, I spawn a character Blueprint and assign the imported Skeletal Mesh from the VRM asset. The issue is that the Skeletal Mesh has no usable collision. I specifically need accurate mesh collision and not a simple capsule collider around the character.

I have tried multiple approaches in C++ to generate collision for these runtime-imported Skeletal Meshes. This includes creating a separate post-import setup function for the Skeletal Mesh as well as modifying the VRM import pipeline itself. While some of these approaches work correctly in the editor, none of them work at runtime.

First, I attempted to generate a Physics Asset with convex hulls. This works well in the editor: the model receives an overridden Physics Asset filled with convex hull colliders. However, in a packaged build or during runtime, the collisions no longer function. When enabling collision visualization using the “Show Collision” console command, the convex hulls are still visible on the model, but they do not produce any actual collision.

Next, I tried enabling per-poly collision on the imported Skeletal Mesh. Again, this works in the editor, but once running at runtime, the collision is gone.

Does anyone have experience with enabling per-poly collision on Skeletal Meshes at runtime, or know whether this is even supported? Any insight or guidance would be greatly appreciated.

Thank you.