Upon upgrading our project from 4.12 to 4.14, most collisions have suddenly broken into a very messy situation.
I have attached images of a sample of a very small portion of the issues but this is spread out over the entire project.
Things I already tried with no success:
reimport
import a fresh object and override existing
reexport and then reimport
import fresh mesh into new folder
import fresh mesh into blank empty 4.14 project (broken)
tested a fresh import into a blank 4.12 project (working as expected)
tried one convex hull on versus off
made a fresh empty 4.14 project and migrated all the content into it (versus letting the project upgrade)
Nothing has worked so far. I did look around hoping for a solution but didn’t see anything in the search yet. I am hoping there is some easy setting that was missed and will set it back to normal.
They are being imported already without “one convex hull.”
Sure thing. I have two samples, both are pretty basic but one is nothing but a rectangle collision. The broken mesh have no pattern as they vary from a little complicated to nothing more than a cube needed for collisions.
I do want to point out I checked the 4.15 preview yesterday and sampled these mesh and a bunch of others and the collision shape issues are gone and they are all back to the expected outcome. However, there is a flickering issue (in both 4.14 and 4.15 preview) that happens constantly as well. I’ve included a tiny sample of the flickering too.
I’m glad the issue has been resolved in a later engine version. When I imported the mesh the collision mesh was altered but did seem to work.
Regarding the flickering that is usually related to mesh bounds scale. The flickering is the game engine trying to cull the asset because it thinks that it is currently off screen. Try increasing the bounds scale in the details panel to see if that helps.
I didn’t notice any flickering when I imported the two assets provided but my suggestion is still worth a try.