Changing static object's collision complexity changed rotation of my character

In my level there are a series of tunnel pieces and the character moves through them like a rail shooter.

I was trying to add collision between the character and the tunnel.

Went into the static mesh object used by the tunnel piece blueprint and changed it’s collision complexity. Default wasn’t doing anything so i tried tried “Use Simple Collision as Complex” and still nothing. Next tried setting it to “Use Complex Collision as Simple”.

When I did this the character was oriented sideways. Turns out that the orientation of everything in my level was different than the orientation I set up on my Character. (mixed up X and Y axis) So i switched the values around and then my Character was orientated properly. However, still no changes in collision.

So I am not sure why switching this one object’s collision complexity changed anything else, especially the orientation of my Character. Secondly, I am not sure how my game was working at all before with my axes mixed up.

Here is the orientation of my level [Y is forwards X is sideways]

Here is the mixed up orientation on my character [thinking X is forward Y is sideways]

And it plays out like this:

Change the static mesh objects Collision Complexity to - “Use Complex as Simple”

Suddenly the game recognizes that my orientation on my character is wrong and the character is sideways

Hi ProfQuest2,

I haven’t been able to reproduce what you are seeing yet. Could you post a small test project with the issue?

If you need to send your current project and your not comfortable posting here, you can send me a link to download it by private message over the forums.

Hi ProQuest2,

We haven’t heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with the additional information that I requested above.

Cheers,

TJ