Vehicle not colliding properly with static mesh foliage

Anyone knows how to setup for this?
This is static mesh foliage. Its collision preset is set to BlockAll.

If rock is a standard mesh actor I drag into scene then its fine.
Two smaller ones in the front are foliage static mesh foliage.

This is a guess, but what does the simple collision look like on the mesh?

The vehicle is clearly interacting with the complex collision mesh when you drag the actor into the scene. Could it be the foliage is falling back to simple collision?

Too late to edit, but I tested this and that is 100% not the issue here.

I was able to replicate the issue with different assets in 5.1.1. Hoping some one else can chime in with a solution.

I have this same issue. If you turn on Show>Collision, you will see that collision is not being drawn by the foliage rocks, only placed static meshes. I need a solution to this since I can not be placing rocks by hand over a large environment.

Collision on the static mesh is set to BlockAll and Use Complex Collision As Simple. In the foliage tool, the same rock is set to BlockAll.

I am wondering if this is an issue with Wheel Trace Channels in the Vehicle Blueprint. I have tried there, but there is no foliage channel.

Foliage doesn’t draw in the collision from the engine’s view options (show collision).
That Doesn’t mean that it has no collision (or settings).

Complex collision is not an option for foliage/possibly dynamic assets.

You need a mesh with a simple collision that is made of convex shells - just like any other asset.

You can assign the foliage into whatever collision channel you need, or make your own channels (example: DynoFoliage - UE4 add-on, Configuration plus Custom Collision Channels. - YouTube)

Likewise, the wheels of a vehicle can be assigned to respond to anything you want, including custom collision channels.

Last thing to note, the collision of physX vehicles is not visible unless you use the proper console command to render physx collision.
Doing so, would also turn on rendering of most collision hulls as wireframes - i belive on foliage too.

To debug what collision element is missing/not working etc, figuring out the command and toggling it on would probably be your best bet.

If using chaos, then i have no idea what to toggle, but show collision probably still isn’t enough to do it.

The physx command could potentially highlight other issues too, such as the wheel collision being wrong (diameter, radius, they aren’t interchangable and one could easily have set a radius value in a diameter option, making the wheel half the size it should be for instance).

Try and debug those points, if it fails, try painting engine cubes, which do have simple collision, and do some testing on those.