Not sure what you have in mind but I did intend the suggestion to be for this “creating_collider_meshes” (lecture 51) that you, Ben made, in the blender course. It could be useful in the unreal course too, but its more important for someone following the modeling course trying to get the files into unreal, since it was so hard for me to find this information despite it being a fairly simple solution.
Btw it actually boils down to a naming syntax to make it more clear:
UCX_[RenderMeshName]_##
Although you still need to note that the RenderMeshName needs to be the same name as the RenderMesh.
There is a few other things in the docs it mentions about some other types of collisions, although I havn’t experiemented with these yet.
They are box collsion(UBX), capsule collision(UCP), and sphere collision(USP), though I’m not entirely sure their purpose since you could just be a convex collision(UCX); only thing I can think of is maybe performance or additional functionality with the collision components.
I am also under the impression that you cannot have non-convex shapes unless they are serpate objects. they demonstrate that in a diagram. (clearing up what convex actually means in the lecture would also help)
Here is the descriptions of these pasted from the Docs:
UBX_[RenderMeshName]_##
Boxes are created with the Box objects type in Max or with the Cube polygonal primitive in Maya. You cannot move the vertices around or deform it in any way to make it something other than a rectangular prism, or else it will not work.
UCP_[RenderMeshName]_##
Capsules are created with the Capsule object type. The capsule does not need to have many segments (8 is a good number) at all because it is converted into a true capsule for collision. Like boxes, you should not move the individual vertices around.
USP_[RenderMeshName]_##
Spheres are created with the Sphere object type. The sphere does not need to have many segments (8 is a good number) at all because it is converted into a true sphere for collision. Like boxes, you should not move the individual vertices around.
UCX_[RenderMeshName]_##
Convex objects can be any completely closed convex 3D shape. For example, a box can also be a convex object. The diagram below illustrates what is convex and what is not: Convex.gif
Side note as far as the unreal course goes, the most important things left out of it was no mention or usage of construction helpers, and also logging to the screen with GEngine.