Scaled static mesh has incorrect collision if axes of collision primitives have different orientation then axes of mesh itself.
if axes of collision primitives have different orientation then axes of mesh itself.
and what do you expect?
make correct setup and you will get correct results.
So why do you believe this setup isn’t correct, ha?
I changed orientation of course, but collision must work regardles of how it was created.
I created this collision by copying box primitivses in static mesh editor. And of course some of them are rotated because it’s easier to rotate duplicated box at 90 degrees then rescale it every time. And then I spent a lot of time trying to figure out why I get collision events in a clear space. So I do believe it not an expected workflow.
Uh, I was a bit frustrated. Sorry. You can mark it as solved.
I agree, this is not an expected workflow and I would expect problems to come with scaling two objects at different orientations. I would suggest setting them up correctly so that they are on the same orientation.