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Instanced static mesh giving strange collision results (due to scaling).

I'm getting this offset in my level when an ISM component creates scaled (up to let's say, 15x original size) instances of said mesh. That same actor (which creates the instances) can have a regular static mesh component with identical settings and no matter the scale, it works properly.

First I was using complex as simple collision on the mesh, noticed this issue, reimported the mesh with custom collision, and I'm still seeing this.

Strange thing is I had a particle emitter above one of these and those particles bounced off the surface like they should, but my character is at the same time not able to touch the "surface". I've added standalone copies of this mesh, tried different scales of this mesh - all work fine except when it's an ISM. Is this inherent to ISMCs? Just something to work around?

Also - I should mention I get the same "hovering" on all objects: just physics objects, pawns using a capsule and character movement, pawns using regular static meshes in combination with other kinds of movement, etc.

alt text

Product Version: UE 4.19
collisionissue.png (110.4 kB)
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asked Apr 05 '18 at 02:40 AM in Using UE4

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avatar image dimzorz Apr 06 '18 at 02:06 AM

Here's the particle "thing" I mentioned.

collisionissue2.png (106.4 kB)
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