Hey TJ, thanks for your answer.
I have tried numerous attemps to somehow fix this in 4.14 but nothing seems to work with complex collisions. I have “UseComplexCollisionAsSimple” activated since it allows me to have highly accurate physic simulations with highly complex models like ramps, curves, holes and so on which is not easy to do with custom collisions and/or collisions inside the static mesh editor.
Its true that it does fix the clipping issues tho, but I just haven’t found a good way yet to create accurate custom collisions which can represent rounded objects in an accurate way which algin perfectly with the mesh.
I also tried building my maps new from the ground up and the first test seemed promising, but after a while I get the same clipping issues as before and on various different lanes. Some work, some just stop working which is very, very strange. And that without copying a single thing from the “broken” maps and playing everything from the content browser.
Currently it seems like I have to stick with 4.13 where CCD and complex collision are working just fine. Which also is a shame, since the 4.14 CCD on kinematic objects allowed me to have a very good hit-reg in VR, where 4.13 was lacking and could clip more easily in VR.
I really hope I am not the only one with this kind of issue, as hopefully more people with physics based games are switching to 4.14 so this issue could potentially be fixed with an engine update. It seems to have something to do with ccd and complexcollisionsassimple combined in 4.14. It may seem sometimes to work on meshes but it can somehow break and stop working. At least thats what I think is happening. Otherwise I couldn’t explain why it works on a newly created map and after just adding more assets stop working. There is either something seriously broken with PhysX in 4.14, or my projekt is seriously broken.
But still, thanks for your help!