Setting up colliders for static meshes within the engine is possible but is super cumbersome due to the UI limitations. The Static Mesh editor in UE5 isn't as full fledged as lets' say Blender. I've been trying to see if there was a way for me to import the collisions into UE5 without actually editing them in the UE5 editor. I assumed i would have to build a custom pipeline to export these colliders from blender and import them into UE5, but its' not needed. UE5 while importing static meshes, is able to import and set colliders if you name them right. Supported prefixes: UBX_ Box collision UCP_Capsule collision USP_ Sphere collision UCX_ Convex collision And if you want to add multiple colliders to a mesh, you just add _01, _02 ... suffix to the name of the collider. Here is an example of how its' done for a simple mesh named "Table" when imported into UE5 and open the Table static mesh, you should see something like this.. when you enable simple collisi...
I've got the 64GB og steam deck, After almost a year of using it i had to start using the deck as a development machine as well not just for gaming. I wasn't sure how it would pan out, theoretically everything should be possible but i had couple of major blockers .. I was running out of internal storage I needed to make sure that the engines i use work on SD. Cocos Creator (Windows / Mac) Godot Engine (Windows / Mac / Linux) Unreal Engine (Windows / Mac / Linux) Unity Engine (Windows / Mac / Linux??) The Internal Storage: Since this was a 64 GB version, i kept running into the disk space issues, i had to take the leap and upgrade the ssd. Fortunately i was able to find one on amazon which decently priced. I followed the IFixit's guide to upgrade the ssd: https://www.youtube.com/watch?v=GSvdsic4_dk This was crucial if i wanted to use the deck without thinking too much about what i was going to install on OS. So if you are like me and are really afraid of breaking something ...