Collisions

Custom collision meshes from UCX_ naming conventions and collision modes

Collision Types

Set in Initialize FBX Load → Collision Type:

ValueBehavior
No CollisionImported mesh has no physics collision at all
Mesh CollisionCollision is generated from the visible mesh geometry (complex/expensive)
Mesh Collision From SourceUses the raw mesh vertex data as collision geometry
Custom Collision From SourceUses only meshes prefixed with UCX_ inside the FBX as convex collision hulls — recommended for most use cases

UCX_ Workflow

In your 3D tool (Blender, Maya, 3ds Max), create simplified collision geometry alongside your visible mesh. Name collision objects with the prefix UCX_ followed by the name of the target mesh — for example UCX_Chair for the mesh named Chair. When the FBX is exported and imported, the plugin assigns those hulls as collision and hides them from rendering.

  • For complex objects, add multiple hulls with indexed suffixes: UCX_Chair_01, UCX_Chair_02
  • Keep each hull convex — concave shapes need to be split into multiple convex pieces
  • Low-poly hulls (8–20 triangles) perform much better than dense collision meshes
3ds Max wireframe view showing UCX_Col1 through UCX_Col4 convex collision hulls surrounding a complex building mesh

Supported Prefixes

PrefixCollision shape
UCX_Convex hull — most reliable at runtime
UBX_Box (when exported by your toolchain)
USP_Sphere (when exported by your toolchain)
Runtime FBX Import for Unreal Engine - Documentation | Athian Games