Nanite + complex collision as simple still doesn't work.

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?

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Has anyone had the same problem?

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The solution I can think of right now is to use Blender, Maya or any other editor to set the collision proxies. Not by hand, as you will lose a lot of time.
With some tool. UE5 does it very well, but it sets collision too much, I don’t mind, but if you want to use nanite to reduce the piece a priori, the best option is a 3D editor like those mentioned.

I’m doing too many things and I can’t keep up.

I was having several problems of this type when assembling large rooms and houses with stairs and merging them works without nanite. but with nanite it I lost the collision and created some barriers that did not let me pass for no reason.

The solution was as follows:

Go to your static mesh merging in the nanite settings look for (Max Edge Length Factor) change from 0 to VALUE “0.86”

Apply and be happy this solved all the problems for me you can test other values ​​too if this one does not solve it for me it was not necessary 0.86 work fine.

Cheers

Locaster

But the problem isn’t that it’s “big.” The problem arises when you scale something 10 times or more. Then the edges are stretched so much that they don’t match up. Furthermore, the face, having nanite, reduces the vertices and edges when it’s stretched (scaled), and all reference is lost. By losing all reference, I mean that the edges aren’t large enough to cover the entire enlarged perimeter, which causes the player to fall through that area or pass through it, falling into the void, as I clearly show. Nanite, when drastically reducing this (since it’s similar to a photo with a very slight collision), causes cracks to appear when enlarged. This is difficult to understand if you don’t try it. I suppose some Unreal Engine 3D designer could explain it better.


If we have this block at 1:1 and in the world it is something very small and you scale it, the block as shown above, you will see that nanite does not follow an “edge, vertex, face” pattern, nanite follows its own pattern, as I show in “With nanite - imperfect collision”