Runtime Mesh Component

  1. Sounds like a mass problem, have you altered the collision/gravity settings at all? If so what are they. Only other guess is if it started moving before convex cooked, but I doubt it since that version doesn’t have async cooking.
  2. That’s expected. PhysX (The underlying physics engine in UE4) doesn’t support moving mesh collision, only static. There’s various reasons for this, but nothing can be done about that. Every movable object in the engine will be some combination of box/sphere/sphyl primitives or convex bodies, potentially multiple of any of those. For concave objects the engine generates a set of convex shapes to approximate it using V-HACD unless you import the collision hulls from an outside tool.