Line trace inaccurate hit on complex collision

​​Hey all, I’m trying to make a blob shadow for a mobile game and I use a line trace on TICK to tell it where to be. I’m having this issue when I walk near some edges which is weird. The mesh ‘‘uses complex collisions as simple’’ and is set to ‘‘block’’ the "visibility’’ line trace channel, it seems to collide properly with the capsule of my pawn while when I use a line trace, it just doesn’t.

I did enable ‘‘Trace Complex’’ on the line trace node but it still seems to be colliding only with simple collisions instead.
As you see in the blueprint I tried a whole range of scale 3D, maybe this was a normal inaccuracy because I’ve heard UE4 doesn’t handle well meshes when it’s too big, and nope, same issue occurs on all scale levels I tried.


Ok, so I found a work around. The problem was coming from the ‘‘merged’’ mesh I made to save on draw calls. So what I did is pretty simple, I set all individual components to hidden but kept the collisions on, while I did the opposite with the merged mesh. As a result I get the reduced draw calls from the merged mesh, and the accurate collisions from the individual scene components.