I have tested this issue, with the reproduction steps that you have given, and have been successful in recreating the issue in 4.3. I then tested the issue on a future release and the issue does not occur. It seems that the issue has been resolved between builds and should be fixed in a future release. If you do see the issue come up once again in the future please feel free to re-open this issue so that we may further investigate.
" have tested this issue, with the reproduction steps that you have given, and have been successful in recreating the issue in 4.3. I then tested the issue on a future release and the issue does not occur. "
I just tested rigid body collision with per poly static meshes (Use complex as simple) and still rigid bodies pass right through as if they had no collision.
Thank you for re-opening this issue. I was able to see the error occur once again. I have also talked to another Dev and they have informed me that TTP# 349621 has been written up and placed into our bug database so that it may be fixed in a future release. As of right now, I am uncertain as to when this issue may be resolved.
I am happy to report that as of 4.7.5, I have tested movable actors with per poly collision (complex as simple) as working with physics-simulating actors.
I tried to use a movable actor with per poly collision (complex as simple) with physics-simulating actors, as you say worked above in 4.7.5 and in 4.13 it does not seem to work.
If I tick the EnablePerPolyCollision checkbox in my actor’s SkeletalMeshComponent, it, for instance, no longer falls due to gravity even though physically simulated, gravity enabled (including those same settings on all of its body instances).
Are you still able to have moving skeletal mesh objects with per poly collision enabled when you want / need it? Or has that feature been removed now?
You will still need to use a physics asset with your skeletal mesh for it to have proper collision while simulating. You can see it explained a bit in the popup for EnablePerPolyCollision.
I found a way to use PerPoly collision with simulating Skeletal Mesh. Just make a copy of your skeletal mesh in blueprint, make original mesh Collision Enabled to use Physics Only and set QueryOnly in the copied mesh. Make sure you’ve checked EnablePerPolyCollision in both - copied mesh and physics asset. To hide copied skeletal mesh and get the traces working set OwnerNoSee=true and OnlyOwnerSee=true on it