Collisions in UE5 define how objects interact in your environment, preventing players from passing through the Static Meshes.
UE5 has a few options to generate collisions automatically or create custom ones for precise control.
Additionally, you can create custom collisions in Maya and import them alongside your meshes.
In this in-depth tutorial I'll cover both.
By the end, you'll understand:
Many tips and techniques are shared in this tutorial to help you create custom collisions in UE5, in Maya or both.
When you import a Static Mesh into UE5 for the first time, you have an option to Generate Missing Collisions.
Static Mesh Editor
Double-click on any Static Mesh in the Content Browser to open Static Mesh Editor. This is where you'll be creating custom collisions using UE5.
Under Show menu, you can view Simple Collision to see collision hulls for that Static Mesh (e.g., green wireframe).
If nothing shows up, Static Mesh does not have collisions associated with the mesh.
For most environment Static Meshes you have, you'll be creating Simple Collisions. They are cheaper to render.There is an option to use the mesh itself as collision and these are known as Complex Collision. I'll briefly talk about this later.
Steps to Create Simplified Collisions in UE5
View Existing Collisions: go to the Show menu and enable Simple Collision to see the current collision primitive hulls being used.
Modify Collisions: you can select each of the collision hulls by left-clicking it in the viewport then using Move, Rotate or Scale tools to adjust the collision shape.
Delete Collisions: select a collision hull in the Static Mesh editor (green boxes) and press Delete or better option is to go to Collision > Remove Collision.
Add New Simplified Collisions: from Collision dropdown, use any of the following options to create custom collision hulls based on your mesh:
Note: each time you create Simplified collision it adds to the number of collision primitives on your Static Mesh.
Using this method you can add multiple collision hulls then use and position them around the mesh with move, rotate, scale tools as needed.
Duplicate Excising Collision Hulls: you can also duplicate selected collision hulls with Alt + Drag or Ctrl + D.
Save Changes: make sure to Save to apply the changes so the collisions are saved with the Static Mesh.
For more complex meshes where simplified collisions aren't enough, use Auto Convex Collision (Convex Decomposition):
Adjust Settings:
Evaluate: check the collision results (Show > Simple Collision) then adjust settings and reapply if needed.
Tip: aim for the lowest hull count and vertex count that still maintains accuracy based on the Static Mesh.
UE5's Simplified Collisions and Convex Decomposition will give you good results. But for more precise control, you can create custom collisions in Maya and import them into UE5. UE5 recognizes these collisions based on a specific naming convention.
Naming Conventions
Custom collision meshes must follow this syntax:
UCX_[MeshName]_[Number]: convex collisions (e.g., UCX_Cube_00, UCX_Cube_01).
There are other prefixes like UBX_ (box), USP_ (sphere) or UCP_ (capsule) exist but are less common. Focus on UCX for convex collisions, this is pretty much the only thing I use.
Rules for Custom Collisions
Steps in Maya:
Here is an example of a doorway Static Mesh and 5 primitive collision hulls in Maya and in UE5:
Import into UE5:
Reimporting Meshes
When updating a mesh with new collisions:
Avoiding Concave Shapes
If a collision shape is concave (e.g., caved inward), UE5 will round it out, altering the collision hull.
Always ensure collisions are convex, not concave.
In the Static Mesh Editor, under Collision Settings > Collision Complexity, you will see an option to Use Complex Collision as Simple. This uses the mesh's actual geometry (triangles) as the collision, ignoring simplified collision shapes.
Why to Avoid:
As an alternative to mesh collisions, you can use Blocking Volumes in UE5:
Use Case: Ideal for quick fixes or blocking off specific areas without modifying the mesh's collisions.
Creating custom Static Mesh collisions is essential for environment design in UE5.
For simple meshes, UE5's Simplified Collisions and Convex Decomposition is enough. But for more accurate collisions, use Maya.
Avoid complex collisions for environment assets to maintain performance and consider blocking volumes for very specific case-by-case situations.
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