It bothers me to no end that whenever I import a simple convex primitive as a collision for mesh in ue4, it always manages to mess it up!
I even went as far as experiment to see if it’ll be better if I manually check and triangulate every single face to make sure everything is convex. Doesn’t matter.
Here’s an example, from a collision I imported just now. A 12-sided convex cylinder with 1 loop in the middle:
I know, but additional edges on collision makes performance worse, does it not?
Even if its just a tiny amount; take into consideration that it f*cks it up for every single mesh, some more than others, and it potentially could add up for the entire scene.
The vertex count is fine. I didn’t even do anything extraordinary with the collision mesh. I just created a cylinder, set sides to 12, added a loop in the middle, and tweaked the XY scale of each loop to match the geometry of the pot.
It must be something else…