Collision for non-uniform scaled sphere is wrong

Add the built in sphere to a map and scale it on x & y. The player collision doesn’t scale. It generate a collision sphere of the smallest scaled size.

Here is a sphere scaled 10,10,5

Hello,

This is by design. This is because a non-uniformly scaled sphere is no longer a sphere, so we take the minimum scale dimension and use that to scale the collision.

To get the results you desire, open the static mesh by right-clicking and selecting the Edit Sphere option. In the details panel on the right, set Collision Complexity to Use Complex Collision as simple.

Have a great day

Seems odd to me, but as long as I can fix it easily I dun care!

Really though, if you don’t want spheres to turn into ellipsoids then why draw the visible object as an ellipsoid? I’m sure there is a good reason and my newbish ignorance is showing :stuck_out_tongue:

You are absolutely right. It IS odd and not at all okay. There’s no way to visualize the smaller collision in such situation when you don’t know that this is “by design”.
Totally counter-intuitive.
And if they really wanted to keep a non-uniformly scaled sphere as a sphere by “THIS DESIGN”, why not use the bigger scale to scale the collision.