It has come to my attention that when a user is trying to import an asset with the “Import as Skeletal Mesh” checked, - UCX meshes on that asset will not generate as collision. It renders as visible meshes instead.
There are some solutions I’ve tried to work around this.
*1. Remove the UCX meshes from exported model. Import as Skeletal Mesh. Make a Blueprint with the animated model. Place out Box Colliders manually (oh, the agony!). *
Problem: Takes a lot of time. The character seems to have some problems stepping up on these when placed out on (even very low height) stair steps. This is not the case when using UCX collision. Probably fixable somehow but I haven’t encountered a solution yet.
2. Export all the static meshes of your planned object into their own FBX with their UCXs and export the animated mesh(es) into it’s own FBX without the UCX.
Problem: It’s not ready straight from import as you need to make your own collision box inside a blueprint and transform it’s position while timing it against the animation of the animated mesh inside the graph so the user can’t clip though before or after the animation is played.
*3. Make the animation and collition boxes inside UE4 itself. *
Problem: The is like doing both point 1. and 2. at the same time which is definitively not ideal.
Anyone else have a solution out there?