Hello,
My collisions and physics door was previously working in unreal engine but now, it seems that all collisions in the game have been offset from the location of the actual mesh. I am attaching a screenshot showing the collision geometry. Anyone know how this can happen. I haven’t been adding that many new things to my game, although I did recently add a blocking volume at the edges of the map.
Hey there @zahmad95! This is an odd one! Are the collisions offset only in engine or also in their actual Static Mesh data?
Hello,
Almost all of the static meshes I used were from resizing basic shapes - primarily the cube that is added from adding actor. If I add a new cube the same problem happens, but if I add a cylinder, then the problem doesn’t happen. It was working fine before, the only other things that I was working on were on my character blueprint and adding sub levels but since those were having performance issues, I moved everything back to the persistent level. The editor also crashed once but not while I was saving and the previous save file was loaded. Can these meshes be corrupted when the editor crashes? The below image is from adding a new cube which has the same issues. Other types of meshes don’t seem to have these issues.
Also if I open a new project, the same problem happens and the collision is offset. I also duplicated this project so that I would have a backup but the backup is being affected as well.
I removed the collision from the static mesh and reinstalled a collision and it is working now. Still, it’s strange to encounter such a bug.
That is quite an odd issue, I don’t even have a hypothesis on how this would occur. The collision data is stored in different locations for every mesh, so it’s odd that they all changed, I wonder if the collision visualizer was just incorrect? If this occurs again, especially to every collision in your project, let me know.