Complex collision as simple problem

Hi, iam working on a bowling game with physics. I have a static mesh for the bowling floor with complex collision as simple on, because its a bit more complex shape. Here is an example:

04b_Kegelsportzentrum_Kamp-Lintfort_Bahn_1-8

So i got 2 problems:

  1. Sometimes the ball jumps on the floor, mostly on a new polygon edge. Sometimes it can move smoothly over the edge, sometimes not and jumps. It seems, thats more stabilized on slow speed and dont jumps multiple times. But how i can fix that problem on fast moving?

  2. The pins dont stand still on the end of the floor, they are bouncing and then falling. If they stand on simple box collider - no problems. The end of the bowling floor ist flat, so there are no angles or tilts. Why do my pins bouncing only on the complex collision mesh (wich is flat at this location) ?

Thats my current test mesh:

Unbenannt 2

Anyone can help?

Edit: If I watch it in wireframe mode, the ball dont jump at the same position with the same speed.

After a lot of testing I was able to solve most of the problems.
For the ball jumping problem:
I tested it with bsp meshes and it worked perfect. After I edited my mesh, the ball no longer bounced either. I think, there was some problems with the alignment of the polys.

The only thing what I don’t understand is how to make the movement/location of the ball stay the same with different FPS. Lets say, i have only 40 fps - it can be lagging of course, but the location of the physic objects should do the same or iam wrong?

you could probably achieve this with some simpler, custom collision. following the static mesh pipeline (maya) you can then set your collision profile to simple, this should also help with performance :slight_smile:

https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/StaticMeshes/#collision

Thanks, but i got it working now. There are many options to stabilize the physics. For me it was using substepping and the contact offset values in project settings to avoid the ball jumping f.e. Using physical materials are very important, but for static non-physical meshes like the ground, the physical material dont affect in my case. It only work, if i set the physical material in the material wich is assign in the static mesh. I dont know if this is a bug, but it works without any problems. The bouncing ball on a flat plane can solved with ccd and contact offset values.
Maybe its helpfull for other guys. :slight_smile: