Collision issues with big meshes

Hello everyone.

I’m having a problem I didn’t have with UDK.

You can reproduce this issue easily by creating a blank project. There will be a level with a small platform and a PlayerStart. You can fly around level and collide with platform.

Now let’s scale up that platform: x=100 and y=100, and try to collide to ground. Notice that there’s no fluid collision anymore. It’s like camera gets stuck.

I’ve tried this with various meshes, some scaled within UE4, some already big from 3ds max, some with simple box collision, some with UCX collision, and tried with first person template as I thought it could be a camera issue. It happens same. only way it works ok is if I remove collision and enable Use Complex Collision as Simple. It’s like it loses precision otherwise.

I discovered this with my own level. It has a somewhat big platform and my character in first person was like jittering. I guess I could divide platform in various meshes, but platform is not so big, and this wasn’t a problem with UDK.

Did someone have this problem too?

Hey PacoChan,

Thanks for your report! This is a known issue and we’re looking into it. At moment, scaling a mesh by such a large degree is going to present multiple problems with physics and collision.

Best,