You can't add a custom mesh as collision... unless you name it UCX_mesh in a FBX file

Super weird “hidden” feature, that apparently comes from the old UDK days and still survives.

How come this isn’t exposed in the modern editor instead, right beside the physics material assignment box?

So apparently GLTF never took off, and now USD is on its way instead.

Is this archaic way of assigning a custom mesh as a simple collider still going to be the only method going forward?

Bump, I would like to know as well.