Vuze not responding. You should be able to make an object for collision in Blender and export/import that. For this you have to use a naming convention, where your collision objects are named as follows:
UCX_[RenderMeshName]_##for your custom (convex) shapes
Blender 2.8 or newer installed. I am using Unreal Engine 4.23, but older versions also should work. Basic knowledge of how to use Blender and UE4. Creation of shape key animations in Blender Project setup. As usual, we need to start with empty Blender project. There are several ways to create images in Blender, let’s do it this time from within the shader editor. I’ll switch the workspace (from UV editing) back again (as the previous workspace had the shader editor on the left) and then I’ll zoom in to get a better look at the nodes and go Shift A Texture adding in a new ‘Image Texture’ node.
## means 'some digits', which can be used when you have multiple collision objects for a single mesh. You can find this and more info at: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/#collision
Disclaimer: I have not tested this myself with exports/imports from Blender.
If you want collision with the geometry exactly as you already made it, and don't plan to make simpler collision shapes, then you can set 'Collision Complexity' to 'Use Complex Collision as Simple' in your static mesh settings. This can be useful when you quickly want to test your scene before spending time on your collision modelling.
Hopefully this helps you with what you tried to do. Now, lastly, it might still be beneficial to export your items as individual models. Then you could, e.g., move tables in Unreal Editor when the office layout changes, or allow the player to open drawers.
Epic Games has released Send to Unreal and UE to Rigify, its plugins for transferring rigged and animated characters between Blender and Unreal Engine.
The tools, which have been in development for several months – the video above is from a preview livestream this February – are intended to streamline game development workflow in Blender.
Transfer character animations between Blender and UE4 in one click – if your scene scale is right
The add-ons provide a one-click transfer workflow, automatically converting Blender characters for use with UE4’s default Mannequin, and UE4 rigs for use with Blender’s Rigify auto-rigging add-on.
However, both currently have the same limitation as Blender’s standard FBX exporter: that assets must be created using a Blender Unit Scale of 0.01 in order for bone scaling to work correctly in UE4.
Blender Ue4 Morph Targets
That can cause workflow issues within Blender, discussed in more detail in this forum post.
As an alternative, many games artists rely on third-party add-on Mr Mannequins Tools, which is available on a pay-what-you-want basis, and which automates the scale conversion.
In a Reddit thread, Mr Mannequins Tools author Jim Kroovy commented that he will still continue to develop the plugin, but that he “want[s] Send to Unreal to be THE Blender to UE4 export add-on”.
Availability and system requirements
Send to Unreal and Unreal to Rigify are available under the Unreal Engine EULA. Both are free to download. The plugins are compatible with Blender 2.83+ and Unreal Engine 4.25+.
Blender Ue4 Scale
(If you’re seeing a 404 error, link your Epic Games and GitHub accounts and log into GitHub)
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