# How do I enable collision for custom mesh at runtime?

**URL:** <https://forums.unrealengine.com/t/how-do-i-enable-collision-for-custom-mesh-at-runtime/295184>\
**Category:** World Creation\
**Tags:** unreal-engine, procedural-mesh, Collision, CPP, Blueprint, question\
**Created:** [October 3, 2014, 1:24pm UTC](https://forums.unrealengine.com/t/how-do-i-enable-collision-for-custom-mesh-at-runtime/295184 "2014-10-03T13:24:17Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![Mattlauk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mattlauk](https://forums.unrealengine.com/u/Mattlauk)\
**Post date:** [October 13, 2014, 12:52am UTC](https://forums.unrealengine.com/t/how-do-i-enable-collision-for-custom-mesh-at-runtime/295184/3 "2014-10-13T00:52:10Z")

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As far as I know, this is currently not available by default in the custom engine.

A developer says something may be available in 4.5(Which is currently in preview) here:

> **[Implement Runtime Collision Detection for Procedural Generated Meshes](https://forums.unrealengine.com/showthread.php?2695-Implement-Runtime-Collision-Detection-for-Procedural-Generated-Meshes&p=137073&viewfull=1#post137073)**
>
> Currently, collisions detection for procedural generated meshes require either pre-cooking, or an aggregate of simple shapes to approximate mesh shape. In all cases, to detect mesh collisions requires fiddling under the hood, linking extra PhysX...

I did a bit of testing with this and it worked but it was extremely slow: (I did not troubleshot why it was so slow and it may be a simple fix)

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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