Sadly, this is not a thing, afaik. Show me something I don’t know, though. Would be awesome to learn 2 things in one day.
Non-uniform spherical collider scaling never worked in UE’s physX implementation. Just checked out of curiosity in UE5 and it still does not work. What gives?
Im 90% sure I scaled the last one succesfully in .25. Then again it could be im using an engine sphere as the collider instead of the collider thing you are supposed to use.
Really anything with collision as the base object of the physical object will work.
The case in which you use this is ofc projectiles, which aren’t generally spherical in the first place.
Either way it’s just detect collisions, not to actually bounce.
You can’t scale the collision in just one direction and excpect the ball to bounce normally unfortunately
So you can also add a special collision detection box which scales accordingly and is set to only be detected by whatever channels you need to check at runtime for very fast objects… since its additional and not at the root it should not affect how the physics work for a ball.