What I was trying to say is I had the issue with a more complex static mesh, noticed the problem and then tried it with a simple mesh (what you see in the screen is all of it 24 quads in total) and that’s what I got for collision mesh when I have selected Use Complex for simple
collision
The other mesh you see the character is standing on it, is not part of this mesh it is a separate one.
The solution I found was to Import the mesh once for render, with nanite enabled and then Import it once more with different name without nanite enabled to use as collision box
This would make my asset directory huge, if I want to continue like this.
I was hoping this was a issue with the way I’m doing stuff, and there is a better way.
It looks like It somehow become a norm with unreal engine. with 5.0.1 some stuff was fixed and some more broke, same in 5.1, 5.2, 5.3, 5.4, 5.6 each one has something broken that was working before or I was saw it as benefit and wanted to use it, which then it didn’t work and push me back to previous version due to some other broken stuff.
I’m seeing this as a hard barrier for Indy developers to join which I’m pretty sure doesn’t exist for larger companies, because they immediately get support sometimes in minutes!
The company that I know still works with 4.26 engine and they have no plan to upgrade to 5.x anytime soon, and I guess I know why. This makes my learning progress harder and making a game as Indy even harder than that.