Why does a procedural mesh's collision behave differently after saving it to a static mesh?

I’m having a weird issue with a landscape mesh that I’m generating at runtime from a heightmap, and then saving to a static mesh. When I drive the default Sedan vehicle from the Vehicle template project, in both cases it generally responds to the landscape’s complex collision correctly, but there are differences when the vehicle flips over. On the runtime-generated mesh, the vehicle lands correctly, but on the static mesh that I saved out and placed in a different level, the vehicle passes through the collision when it is on its side or roof.

Video:

This might just be an issue with how this vehicle is set up, but I wanted to make sure I’m not doing anything wrong with my mesh generation and saving.

It doesn’t hurt to enable continuous collision detection (ccd) on the vehicle mesh in blueprint.

So I figured this out; there was a setting I needed to change on the static mesh version of the landscape, but not on the instance of the mesh that I put in the level, as I thought. Instead, I had to change Collision Complexity to ‘Use Complex Collision as Simple’ on the static mesh file itself.