I have a large list of fbx models and I cannot get the collisions to work. I use 3dsmax 2016 to model the objects and I modeled the objects with UCX_name_# and UBX_name_# collisions. I have read the documentation for collision and tried a variety of troubleshooting options. The list of things are as followed:
-In the Import options, I tied checking and unchecking automatically generate collision.
-I updated 3dsmax fbx plug-in and converter plug-in.
-I tried many ways of setting up the collision differently (none give me anything on “Num Collision Primitives” in Unreal’s static mesh editor). I tried using different thicknesses and other recommendations from the documentation and other forum suggestions of other people with the same problem.
-I tired exporting models as an obj file.
-I played with many of the collision options within Unreal (then restored them to default).
-I tried updating Unreal with an updated version.
-I tired exporting from 3dsmax 2017 (I prefer working in 3dmax 2016, however).
-I used the recommended fbx options (enabling: smoothing groups, Tangents and Binormals, embedded media; format: Binary, FBX 2013)
-I made sure collisions aren’t touching each other.
-I made sure they are in the same 3dsmax object layer.
-I’ve tried irregular naming conventions such as UCX_name_0.00#, UCX_name_00#, UBX_name_000_0#, UBX_name.000_0#, UCX_nameA, and UCX_nameA0#.
-I’ve enabled and disabled “One Convex Hull per UCX” with and without auto generate collision in import options.
-I’ve tried converting the collision geometry from editable poly to editable mesh.
-I’ve tried opening the fbx content in an older version of Unreal.
I feel nothing is working, why doesn’t collision work? When I worked in UDK a long time ago it always worked fine. How can I fix this?
:: (UPDATE 09/6/2016) Collision finally fixed due to naming conventions “prop_carrage; UCX_prop_carrage_01; UCX_prop_carrage_02; UCX_prop_carrage_03” …etc. ::