On skeletal mesh import, the default collision of the skeletal mesh is 100x scaled, even though the (FBX) skeletal mesh is scaled correctly to UE4 dimensions and the associated Physics Asset bodies are correctly scaled as well. (Also, note that when I try to re-scale a Physics Asset body, the scaling dimensions automatically snap to a size much larger than the original and cannot scale back to its smaller, original size.) When I shoot a projectile at any direction with my Player Character within an expansive vicinity of the faulty skeletal mesh, the projectile is blocked. It’s as if there is a massive “ghost” collision capsule that imported with the skeletal mesh. How do I resolve or prevent this issue?
I have the same issue and i think it is related to what was shown in this UE video:
https://youtu.be/UCESgYBphLY?t=4799
did you like me use 1.0 scale everywhere?
I watched the vid in the link; My skeletal mesh doesn’t have any sockets. I do not think the UE video strongly relates to my issue. However, I did use 1.0 scale in UE4 after I scaled to .01 meters in Blender 2.8 prior to exporting the FBX.