Why are physics assets getting scaled much larger in game and in editor than in the PHAT window?

For some reason on this vehicle I imported into UE4, in the PHAT Window it looks just fine, but when I’m the editor or playing the game, the physics assets appear much larger than they were in the PHAT window. This causes bizarre physics reactions, and makes the vehicles react to bumps much sooner than they should. I’ve tried reimporting it in various ways, and each time I don’t get any errors, but the physics assets always scale the same. Does anyone know if this is a bug, or is there something I’m missing somewhere?

I created a new project, brought everything back in, and this is what I get, so that’s not a fix. It also only seems to effect the world space in certain ways, for instance, a line trace will give me a the exact contact location in the right place, and in the physics asset it appear accurate also. But when I drive the vehicle in the editor, the vehicle becomes impossible to drive if the terrain varies at all.

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, no clue why this happens, if anyone can help me with what I’m doing wrong, would be much appreciated.

Hi Feuern_D,

I’ve tried to reproduce this on my end with the advanced vehicle template and the vehicle template, but I’m not able to see anything like you’re images has indicated.

Can you post your repro steps to get this when you create you physics asset?

Is this also, only happening with this asset or have you tried others?

Let me know.

Tim

It only seems to happen with this truck, I don’t know if it’s some weird setting in 3ds Max or what, but I’m pretty sure it’s the skeletal mesh and not the engine itself. When I import it into modo it shows the skeleton at 100% and the truck at 26% scale, I’m pretty sure that’s causing the problem. Though no matter how much I change the skeleton or the model and zero everything out, It still imports the same, so I assume it’s something on my end.

I don’t have any real idea aside from the scaling that you mention as to why this would happen. If you get this to happen in a reproducible way with any of the assets from Epic I’d be happy to look at this further.

Thanks!

Tim

Ok, we figured out what was wrong. While trying to import something else, we realized the scale was about 1/3 of what it should be, it turns out that it was an export option on 3ds Max. You need to export your .FBX files in cm, or it causes odd scaling issues regardless of what unit you modeled it in. This somehow has no effect on skeleton size though, which is odd, but that’s where the problem was coming from. Thanks for your time.