Currently when you edit a static mesh through the edit feature it regenerates collision as “simple box collision”
This even happens when you edit materials or normals, which don’t change the structure of the object.
The problem with generating collision is that it’s not apparent. Meaning that a co worker or another person will edit a mesh in engine, and then the collision will get rebuilt and we won’t find it until we debug systems like the nav mesh and other physics based simulations.
Can it be changed so collision is not regenerated when meshes are edited?
Hey Pierre, This is still happening on the latest version of the engine is there a chance this could be fixed in 4.23? I just had to repackage a build since a collision box was generated that removed the entire nav mesh.
this is marked as fixed internally UE-69606 any chances you can describe the exact steps you are making? Or maby a short video captured with OBS or similar?
We fixed it as soon as you initially reported it (Feb 22nd marked as fixed)
Hi Pierre, I noticed in Unreal 4.27.2 that attempting to edit the simple box collision of a static mesh causes huge constant activity in the DDC cache, especially when you use the “extent” sliders of the box collision, often causing the viewport of the Static Mesh Editor to “freeze” and not update in real-time. This behavior is absent in UE5, but is there any chance this bug can be fixed in 4.27.2 also?
I ask because I need to use 4.27.2 for my project since currently 5.5.4 character physics assets do not support frame-rate-independent physics, whereas 4.27.2 character physics assets perform identically at ANY frame-rate when using Rigid Body Animation Nodes.