Use Complex as Simple Collision isn't accurate enough

I am trying to place foliage onto a large (polygon count large) static mesh, but because of how large it is the collision mesh isn’t accurate enough, making some of my foliage float over the surface, or others sink into the ground. I have tried setting the Collision Complexity to “Use Complex Collision As Simple”, because online it says it will use the tris of my mesh as the collision mesh instead.

When I view the player collision, the collisions mesh still seems to not be a perfectly accurate match. Did I happen to hit a maximum cap on polys allowed in the mesh? Or am I missing an extra step? Any help would be greatly appreciated, thank you

I found the issue was Nanite being enabled on my mesh, using a custom collision mesh that matched one to one with my original mesh was a quick workaround to make it exact and line up.

Hi,

I am having same problem, however setting a custom collision mesh doesn’t seem to do anything for me. I just want to double check, is this the same thing that you did?

Place the same mesh as “Custom Collision Mesh”. Anything else involved?

Sorry for a late response, I believe if you are having the same issue I was having, a better solution is to actually set the nanite fallback mesh error to 0. so as the fallback mesh is the same shape as a non nanite piece.

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