"Complex collision as simple" not working

Hi everyone, I’m building a VR Carrom board game using Unreal Engine 5 (VRTemplate), and I’m struggling with a collision issue on the board. The board consists of a frame mesh and a flat board mesh with four pocket holes at the corners. I want the striker (a physics-simulated object) to bounce off the board surface and fall into the corner holes when hit. If I use “Use Complex Collision as Simple” on the board mesh, it respects the holes visually, but the striker falls through the surface entirely, as Unreal doesn’t allow physics against complex collisions. If I switch to a simple or convex collision, it blocks the holes and prevents pocketing. I’ve tried adding custom box collisions in the blueprint, but they also cover the holes. The striker uses simple collision and physics is enabled. The board is static and blocks PhysicsBody. In collision debug view, the striker and environment show green (simple), but the board shows pink (complex), and the striker passes through. I’m looking for a solution that allows realistic surface interaction while preserving working pocket holes. Any suggestions on hybrid setups, custom collision approaches, or best practices would be greatly appreciated. Thank you!


Unreal allows physics against static complex collision. Enable ccd(continuous collision detection) on striker if it falls entirely. Making the surface of table more thick helps too. Also, it seems you are using custom collision mesh. If custom collision is enabled, it will use the custom collision mesh (which looks like it has no holes).