How do I create collisions with a static mesh?

Hey!
I want to build a Minecraft SkyWars map in UEFN.
Of course I need the individual islands for this.

I want to add collision to an island now, but the whole thing doesn’t work as I had hoped.
In UEFN it only roughly creates the collisions, but not how I want them.

Then I tried to create the collisions in Blender, but without any real success, because it doesn’t really work for me.
Is there perhaps a function in Blender that automatically creates the collisions?
I mean, Blender recognizes exactly where objects are located, as you can see in the screenshot here…

Many thanks in advance for your help! :slight_smile:

The automatic collision system cannot generate concave collision meshes. Perhaps the UCX_ prefix would work for collision import.

You could use compound collisions from boxes.

Hello!

To add the collision from Blender you should be able to create one or more objects for collision in Blender using this name convention

UBX_[RenderMeshName]_## for boxes/cubes
USP_[RenderMeshName]_## for spheres
UCP_[RenderMeshName]_## for capsule
UCX_[RenderMeshName]_## for your custom (convex) shapes

The “##” is where you would add the mesh number in case you need more than one.

This can be useful:
FBX Static Mesh Pipeline

I have now done it exactly as it says in the tutorial, but as a player you still fall through the island.
I also watched the following video beforehand, where he also explains how it should work, but not for my island.

Is there another option?

Quick check, when you imported the fbx, did you turn on this option?

Yes, I’ve also turned on the option.

For complex shapes it is best to create your own custom collisions in your 3D software. Unreal Engine likes collisions made of many simple shapes, boxes are fail safe. I made a collision for a big rock with more than 30 simple boxes carefully placed by hand to roughly match the shape of the rock. UEFN will break down and change any too complex collision you make, on import, but my “many-boxes-collision” comes in unchanged.

Try setting “use complex collision as simple” in the static meshes collision settings