How do you regenerate the Landscape Collision, as its not matching the terrain

I noticed that if the character’s camera has an FOV of 90, but the PlayerCameraManager has, for example, an FOV of 30, the landscape material does not match its collision. This only happens in the game mode, as everything displays correctly in the editor, since the editor’s viewport does not use the PlayerCameraManager

In game mode:

In editor:

In case it helps someone…

I doubt that the material is the issue - it seems like the actual landscape without any material applied.

Could it be one of the new features - say nanite - thats affecting your game mode?

No, it’s just a bug due to the camera’s FOV being set incorrectly

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Resize is not available with Nanite Enabled, which is my source of the problem.

I’m still experiencing this bug on 5.5.1. My project is basic.

  • open new project
  • created a landscape with a world partition very small. 2x4
  • When the landscape is first generated it is fine.
  • Enable Nanite
  • Warning that terrain needs to be rebuilt
  • Build landscape partitions
  • Mesh drops below the collider

Performing the “hacks” that have been mentioned here, like sculpting the mesh in some way, does fix the colliders. However, you need to save the mesh again and once you do, the collider immediately breaks.

Sounds more like another downside or limitation of Nanite (and the engine) than anything else.

Try sticking to just meshes. It should do well with that in theory…

i fixed it! For me it was LODs problem.
Just change this to default