i just do not understand what you mean for fact.
do you want to ask why the collision mesh is different or what?
When viewing with show:collision in the level viewer, the collision highlighted is complex collision. It should be using the collision mesh which I have set and shows in the asset viewer.
Hello,
From your first image, your ‘Collison Complexity’ is set to “Use Complex as Simple” - This means that it would not use the simple collision mesh.
Try changing that to ‘Project Default’ or ‘Simple and Complex’
When in the asset viewer and selecting Show:Complex Collision, it displays the custom collision mesh.
When selecting Show:Simple Collision, it displays the generated convex hull, not the custom collision mesh.
If you’re trying to author a collision mesh according to this doc it cannot have that gap at the bottom. (But I feel like that may just be a limitation of fbx pipeline?)
If you max out the Hull Count/Hull Verts/Hull Precision in the ‘Auto Convex Collision’ Static Mesh Editor dropdown you may be able to get a more desirable shape.
If you have your custom collision mesh already imported try ‘Removing Collision’ to clear that generated convex hull and then selecting ‘Copy Collision From Selected Static Mesh’ with your custom collision mesh selected in your content browser.
I think the level viewport’s show:collision is simply wrong.
I’ve imported a basic mesh & companion collision mesh to show this.
Here is the mesh with its complex collision shown. (Correctly using the custom collision mesh)
Here is what the level viewport show:collision shows me.
The golf ball sits on top of the custom collision mesh visibly elevated a bit.
And finally, the golf ball is able to sit inside the translucent area.
I see what you’re saying. I searched the bug database and found this report. I think the reason for such an obvious bug existing for so long and getting marked as wont fix is that not many developers use that ‘Complex Collision Mesh’ variable. (Normally the complex collision is just the collision of the mesh’s own triangles)
I wonder if the transluscent / no collision section’s collision is also visible in the ‘Player Collison’ view mode.
Instead of using that ‘Complex Collision Mesh’ variable, you may be able to work around this by using the ‘Copy Collision From Selected Static Mesh’ functionality.