This problem is still the same. When you use complex collision as simple (for me, whoever did this has heaven paid for it) and then use nanite, the collision doesn’t work properly.
When I say it doesn’t work properly, I mean that on flat places it seems to work but on uneven ground like stairs it doesn’t work and you fall off the model.
When you have a 3D model of stairs and you scale the model 10 times to what should be an acceptable scale for your world, then the model when scaled and you go down some stairs or walk through areas with steps, you fall out of the 3D model.
This is still happening
The typical error that happens in WoW when you teleport and fall off the map.
Try using a model that can walk, scale it, apply nanite, apply complex collision as simple and then tell me why this displacement occurs.
Note
- Even if the model is not scaled very much, the same thing happens.
- Without nanite I can scale regardless of the scale I need or want as long as the collision works correctly.
This is how it works in areas like steps and other situations that I don’t know about, causing you to fall off the map:
What is really going on behind the scenes? Surely nanite represents part of the figure and that is why it cannot recalculate the collision vertices. Let’s say that nanite is like an image with some vertices but it is not completely.
Without nanite - perfect collision :
With nanite - imperfect collision :
Does it have to do with how Nanite works with normals???
How do we solve it?
This seems to be a bug in the engine, not the model, but rather in how UE5 handles collision proxy. I’ve tried several models and the exact same thing happens.
So, if UE5 doesn’t do this step right, we’ll have to go back to the old-fashioned way of using a 3D editor to set collision proxies?