Multiple Cubes per UCX or multiple UCX with one cube each?

I created a house in Blender where my game is going to be placed. I’m now creating the custom collision for each wall, furniture, etc. The problem I’m having is that there is too many UCX objects, basically one for each section of each wall. This approach was a suggestion from a video, but I also saw people create multiple unlinked cubes in a single UCX object in Blender.

I’m wondering what approach is better, since it would be nice to manage multiple sections in a single UCX object, but I’m worried this could be a bad approach in terms of performance, and how impactful is a more complex geometry like 2 cubes merged together (to make walls that have a door in the middle where players can go through).

Can anyone help? Thanks in advance.

you either do many box collision tests or 1 per face collision test of varied complexity. Box collisions are probably easier to calculate and usually fit most objects pretty good.

Unreal might have some internal code to handle box collisions in a more optimized way.

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