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Physics & Collision Studio

Module: Modeling · Category: Physics · Tool ID: PhysicsCollisionStudio

A two-tab panel for everything collision and physics. The Collision tab audits static-mesh collision setups (missing collision, complex-as-simple, convex body counts) and lets you batch-apply simple collision in one transaction. The Physics tab walks every PhysicsAsset and SkeletalMesh, flagging missing physics assignments, suspicious body/constraint counts, and orphaned assets.

Screenshot 01 — Hero shot — Studio open on the Collision tab with mixed-severity results visible; tab bar showing both tabs.


  • Before a packaged build — confirm every collision-relevant mesh has some collision setup
  • Optimization pass — find meshes using complex-as-simple (a known performance trap)
  • Onboarding to a project — see at a glance which skeletal meshes are missing physics assets
  • Pre-cinematic / pre-physics-sim — sanity-check ragdoll PhysicsAssets against body/constraint budgets
  • Don’t use this to author collision — UE’s Static Mesh editor still owns the actual hull authoring; this tool batch-applies and audits
  • Don’t use this for runtime physics tuning — that’s the PhysicsAsset editor’s job

  1. Open the EQLabs Hub and search for Physics (or browse to Modeling → Physics)
  2. Click the tool card
  3. Use the tab bar at the top to switch between Collision and Physics

Audits static mesh collision and lets you batch-fix the most common problem: meshes with no simple collision at all.

SectionWhat it does
Scan PathFolder to scan recursively. Default /Game.
Search boxFilter the list by mesh name.
Problems Only checkboxHide rows that have no collision issues.
Scan buttonWalks every Static Mesh under the path and inspects collision setup.
Batch Apply SimpleAdds simple box collision to every selected entry that’s missing one. Single undoable transaction.
CopyPlain-text dump of visible (filtered) entries.
Results listPer-mesh row with severity, issue description, and a per-row Add Collision action.
SeverityMeaning
Good (green)Has simple collision, no obvious issues
Warning (yellow)Has collision but with caveats — e.g., very high convex body count
Critical (red)No simple collision, or relies on complex-as-simple

Screenshot 02 — Collision tab with results — Results list with mixed severities, batch-fix button visible.

  1. Pick a scan path, click Scan
  2. Toggle Problems Only to focus on critical/warning rows
  3. Either: Ctrl+Click rows + Batch Apply Simple, or use per-row Add Collision for one-off fixes
  4. Save All to persist the new collision data to disk

Surfaces PhysicsAsset health and finds skeletal meshes that don’t have a physics asset assigned.

SectionWhat it does
Scan PathFolder to scan recursively.
Scan buttonWalks every PhysicsAsset and SkeletalMesh under the path.
CopyPlain-text dump.
Physics Assets listPer-PhysicsAsset row: body count, constraint count, severity (OK / Warning / Error), issue description.
Skeletal Meshes listPer-SkeletalMesh row: has-physics-asset flag, name of the assigned asset (if any).
SeverityMeaning
OKBody/constraint counts in expected ranges, no orphans
WarningSuspicious counts (very high or zero), broken references
ErrorMissing references, malformed asset

Screenshot 03 — Physics tab with results — Both lists populated, showing a mix of OK and Warning entries.

  1. Pick a scan path, click Scan
  2. Walk the Physics Assets list — anything yellow or red gets a manual review in the PhysicsAsset editor
  3. Walk the Skeletal Meshes list — meshes without a physics asset typically need one assigned (or explicit confirmation that they shouldn’t have one)

FieldWhat it doesDefault
Scan PathFolder to scan/Game
Name FilterSubstring filterempty
Problems OnlyHide healthy rowsfalse
FieldWhat it doesDefault
Scan PathFolder to scan/Game

Settings are persisted to [Project]/Saved/EQLabs/Settings/PhysicsCollisionStudio.json.


  • In-place editsBatch Apply Simple and per-row Add Collision modify Static Mesh assets directly. Mark dirty until Save All.
  • Undo — every collision-add is wrapped in ScopedTransaction. Ctrl+Z reverts.
  • Clipboard — the Copy button on each tab writes the visible list as plain text.
  • No physics-asset edits — the Physics tab is read-only; fixes happen in the dedicated PhysicsAsset editor.

  • Complex-as-simple is a perf trap — meshes flagged for using complex collision as simple may look fine in editor but stutter under physics queries at runtime. Replace with simple primitives or a convex hull.
  • Batch Apply Simple adds a box, not a hull — it’s a fast guard against “no collision at all,” not a substitute for hand-authored hulls. Use it as triage; refine in the Static Mesh editor.
  • High convex body counts hurt — anything over ~16 convex bodies on a single mesh starts paying real cost. The Collision tab surfaces these as Warnings.
  • A skeletal mesh without a physics asset is sometimes intentional — non-physics characters (UI puppets, cinematic stand-ins) don’t need one. Don’t blanket-fix.
  • Save All afterward — collision changes are in-memory until you save.


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