Developer Notes

We don't support non-uniform scaling of box primitives. This is because a rotated box will 'shear' when scaled non uniformly, and isn't a box any more. If you want to do that, you can convert to convex shapes (there is an option to convert all boxes to convex in the StaticMesh Editor) or import as convex using UCX prefix


-An asset with UBX collision created in Maya(2016), does not scale with it's collision when brought into Unreal
-Scale one axis at a time and not the asset as a whole
-Collision not generated on import/in engine

-FBX asset attached below
-UDN has screenshots of import settings

Steps to Reproduce
  1. Download the attached project
  2. Alt + C to see the collision
  3. Select asset and scale in the editor
  4. See the collision does not keep with the proportions of the asset

Expected: Asset always matches the collision when scaled

Result: Collision scales the opposite direction of the asset when scaled in the editor

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-55338 in the post.

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By Design
ComponentOLD - Anim
Affects Versions4.
CreatedFeb 19, 2018
ResolvedFeb 20, 2018
UpdatedJun 23, 2018