I’m using Hammer editor to make maps for a game and set all the meshes to use complex collision as simple, since manually re-making the collision for the whole level would take ages. Unfortunately, this causes a lot of objects to straight up phase trough the ground, especially when they move fast or have another object fall on top of it.
I tried enabling sub-stepping, but even at high settings things still consistently phase trough the walls.
As far as I can tell it’s caused by walls being infinitely flat and manually adding box or hull collisions solves it. Unfortunately doing it manually isn’t realistic and the automatic generation is too inaccurate.
I couldn’t find anyone else having this issue, so I’ll just mention I’m using Unreal Engine 5.3 just in case it’s something version-specific. I can also provide the specific meshes I used in the video, but the problem doesn’t seem to be mesh-specific.
EDIT: I tried enabling Continuous Collision Detection (CCD) on my mesh. Previously I didn’t try it because I thought it was a project setting, not a mesh one, but after enabling it on all offending actors that seemed to resolve the issue to a satisfactory degree