Collision and Mesh Location Offset

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.


The asset itself also has this collision offset

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.