Hello everyone, Hope you’ve all had a great day !
I am trying to implement custom collisions for a skeletal mesh : it seems that the UCX collisions meshes I did in blender for my asset do not work/transfer when importing as a skeletal mesh. (I tested importing as a static mesh and it worked well (see screenshot )
So I looked up on the internet how I can get the collision right in the physics asset of my skeletal mesh and I found the option to “copy collision from static mesh”. So i copied the collisions from my static mesh to my skeletal mesh : first, the collisions weren’t scaled properly (I dont know why), so I scaled them to fit my static mesh (it was very hard by the way, I couldnt really be precise when scaling, + I had no visual of the scaling I was doing until I released my mouse click, and I couldn’t find xyz scaling values to put in precise values either)
Here is the screenshot of my skeletal mesh’s physics asset with the collisions
I thought that I would have collisions in game with my skeletal mesh after doing that, but in game I am still going through it, collisions do not apply… 
can anyone help me ?
thanks a lot, have a great evening !
Hello @Augustinchauveau,
It may be that your object collisions are not on: go into settings and check the tick box.
It may also be that your collisions for blender are not exported right: just check the file is not damaged.
It may also be also unreal engine for some reason can’t read the collisions: try reimporting.
There is an option for a static mesh to generate complex collisions: it should be at the top
menu bar.
Also make sure you are selecting the right collision because it may be you have given the object 2 or more collisons by mistake in blender.
Good luck and have a good evening
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thanks a lot for your help, you solved my problem ! the collisions for my skeletal mesh were set on 'no collision", I set them on block all and then the skeletal mesh responded according to my custom collisions.
also for people having troubles when copying the collisions from the static mesh and having them way too big and being difficult to scale precisely, in blender, the scale of all the UCX meshes has to be set to 0.01 and then apply all transforms : with these settings, the copied collisions fit perfectly !
Hi @Augustinchauveau,
That is great. Just ask if you have anymore questions. I will try to answer them.
