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When I am importing Axis Alligend cylindrical mesh in UE4 here is what I get as an automatically generated collider:

enter image description here

But if I rotate the mesh in Maya and again exprot FBX to improt in UE4 here is what I get:

enter image description here

As you can see the object is the same but the collider is much worse. How can I make the same callider in spite of the orientation of the cylinderical mesh?

BTW if I remove collider and do auto convex collider:

enter image description here

I get this:

enter image description here

Which is very good but the problem is that I want it to be generate from the beginning and not later when I edit the mesh collider. How can I achieve that?

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Here is the RuntimeMeshComponent which is free and created by Chris

You can procedurally generate a mesh and add its collider too.

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Why dont you simply add a capsule collider provided by unreal instead. It is easy. Just add component on existing mesh. You can rotate your collider to match your axis.

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  • \$\begingroup\$ maybe because they do not exist? \$\endgroup\$ – rebusB Sep 6 '19 at 13:08

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