How to make accurate custom collision?

I have a custom mesh I made inside of Blender. I imported it and used “Complex collision as simple” in order to have the center bit be collisionless, as it’s meant to be. However, when doing this, the player is now able to dip inside of the mesh.
I can see from the mesh view that the collider is dipping into the mesh, and that is what I want to fix. I have checked all tweakable settings, and nothing changes complex collision. I have tried adding custom collision, but it lacks the ability to accurately wrap around every face (this is a platform that players will stand on, so accurate collision is VERY important.)

NOW, I know that in Unity, I can create a custom collider using imported meshes and that the complex colliders in there are seemingly better than UEFNs. I am also pretty certain that something similar exists inside of UE5. But what about UEFN?

How can I edit, change, or modify this complex collision in order to accurately encompass my entire model within UEFN?

I dont know if this is possible in UEFN, but this is how it can be done in UE5:

If you add a collision and then change the HullCount to a higher number and then apply it, it will change the collision on the mesh to be more accurate.

Hello LolsyYT

UEFN can automatically build a complex collision volume with some adjustments and user control.

Another option, if the Auto tool cannot get the shape you are looking for, is to add more than one collision shape to your mesh. This would allow you to create a collision volume manually. It is a lot more labor-intensive. Most of the time, and for 99% of users, it is sufficient to use either a basic volume or adjust the Convex Decomposition setting.

Here is a complex auto-built shape with additional simple shapes.

I hope this helps.
Zim