FGear Vehicle Physics (v1.4)

Okay, thanks, that is still weird but a good hint.

I have another issue which came up today. I tried adding a CollisionResponse to my car. I add it via CustomCollision = CreateDefaultSubobject(TEXT(“CustomCollision”)); then set it via CustomCollision->SetStaticMesh(ItemCollision.Object); Seems to work, I can see it in the game as a member of my car, having the static mesh set. Then I disabled the CollisionResponse in the physical Asset we used until now. Still working. But if I drive now, I can collide with objects as guard rails, but will ghost through other cars, which do NOT use UFGearCustomCollision but a “normal” physical asset. No flags set, all default. Any ideas? These other cars are working like they should, just not when colliding with “the other way of doing it”. This is really confusing me here! Thanks a lot! In addition in the docs for the truck there is this image, which shows the used collision box on it, but layed over the mesh, not the collision mesh. How can I see this? It would help debug for sure.
grafik