Issue importing UCX collisions

I’m having some trouble getting Unreal to recognise the collisions I have generated for this street model. I have created about 20 seperate shapes that make up the ground level. There is an oddly shaped descended area at the centre of the map which is why it needed so many shapes.
The process I went through of creating these collisions was:

  1. Export original model from Unreal as FBX
  2. Import into 3ds Max and create collisions
  3. Change name of Street Model and corresponding UCX models to avoid any confusion with the original when testing in Unreal
  4. Export using TS_Tools
  5. Import asset to Unreal and view in Mesh Editor

Do you know what I might be doing wrong?


When you are importing the fbx look for an option where it says auto generate collision

Hi Steve_T

That box is automatically ticked when I import. Is this the correct setting?

When importing to Unreal, by default it will want to create collision automatically, which is why this box is checked on by default. If you leave this on, then UE will replace your collision with auto generated collision, which is why you’re loosing your collision.

Simply check that option off when importing, and UE will use the collision you created in Max. That should fix your issue.

Also, what is TS Tools? Why not use the FBX exporter that comes with 3dsMax?

Hey guys I have tried importing again with auto-generate collisions turned off and using the standard exporter for 3ds max. Sadly it doesnt seem to be working. I have 40 UCX collisions (The scene requires a complex caveat that the user can walk down) I am wondering if this is too many UCX files to associate with one FBX. The naming conventions I am using is GROUND and UCX_GROUND_01_01

Hey! The number of collisions doesn’t matter…what is important is do not create some concave shapes or the engine will turn them into convex shapes…with all the stuff you have, i think the engine simply doesn’t understand :wink:
You must know it but don’t forget case is sensitive with the UCX format, if you have a mesh called ‘SM_Road1’, your UCX collision must be called ‘UCX_SM_Road1_coll01’ by example :wink:

You said “GROUND” but your UCX meshs are related to “GROUND_01”, which might explain why it doesn’t work, unless its just an error on your part when you wrote it here. If not, just rename “GROUND” to “GROUND_01” and it should work.

I do think your collisions could be simplied quite a lot, looks like there is too many seperate meshes which could just be one, more simple shape.

I didn’t see at first sight but your example is wrong (quote–>‘I am using is GROUND and UCX_GROUND_01_01’) The name should be ‘UCX_GROUND_col01’ by example… you forgot the ‘col’ in your example :wink:

You don’t need “col”, where did you get that from?
Okay to put it simply:

MeshName

And for colliders goes:

UCX_MeshName_001
UCX_MeshName_002
UCX_MeshName_003

And so on…
So if your mesh has name:

MeshName_01

for colliders you will have:

UCX_MeshName_01_001
UCX_MeshName_01_002
UCX_MeshName_01_003

Simple right?

1 Like

Should be :slight_smile:

Here is the info in detail :

https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html#collision

Yay indeed! My bad :wink:
I do it this way since a long time, it’s why!

For those who have problems with too many UCX’es I would suggest using a separated custom mesh collider.
Just create a mesh collider in your 3d package. Make it as simple as possible.
Import it with this setup:


Create a blueprint with the visible mesh and the collider, and set up the collider like this:

But remember to not abuse mesh colliders, since they might be super heavy for physics.