Apparently, I had to figure this out all on my own. Hours.. And I still don't 100% know if this is how things is supposed to work, but apparently this is how it works. So there are several things that is required in order to get to play in a level in the editor, and walk onto items. And it ONLY (seemingly) works once you enable physics in the menu as the very last step. 1) The exported object basically has to have been set up to have included a collision object and also a material for this collision object. This is described in the doc below. https://docs.aws.amazon.com/lumberyard/latest/legacyreference/char-fbx-export-multimesh-collision-area.html (Maya 3d editor) 1.1 Make sure the pivot point for both the object and the collision object in the 3d editor, is at the same location, else they won't align to each other once loaded into Lumberyard. 2) In the Lumberyard Editor, having all your work files inside a separate project folder in the Editor, you can find your exported object there and drag it onto the level. 3) Select the object that was exported with a collision object baked into it, and right click the menu on the right side of the screen to add "components". Add both "mesh collider" and "static physics". 4) Enable physics off the main menu in the editor, or press Ctrl + p. When having this enabled, you can't select stuff in the editor, so you have to turn physics off to select stuff again in the editor. 5) Press ctrl + g to jump into the level to play. I expected objects in the editor to be collision objects all the time, because that is how the existing level items behave anyway. The walls on "slices" project loaded works as collision objects regardless if the physics is enabled or not. Edit: Perhaps exporting the entire level might automatically make the user objects collidable (insofar as you properly baked a collision object with the main object before exporting out of Maya). Please let me know if you knew about this already and have something to add to all of this. I suspect there is more to this. But at least, this should be enough to create a spaceship model, and walk around in it. Ofc.. the Lumberyard Editor have you walk around in third person camera view, which isn't a good idea. I have no idea how to walk around in first person view.