Closed KoZ3D closed 5 months ago
This is very interesting I will need to investigate this further!
I can confirm this bug. I will probably not be able to solve this completely as there are some settings on export/import that ar hard for me to control but I can probably provide tools to fix this issue when needed or minimize the risk of this happening.
@KoZ3D I could solve it in a first test by changing the origin rotation of the collider by 90 on the collider.
i've just tried this, but result still the same. (screen with and without 90dgr rotation) even converting to stl and back to fbx resulting same results it seems axis are randomed acros collider primitives. A assume it can be caused by vertex number and position.
Joining and then spliting collision primitives to default cubes also affect their behaves : 0 Maybe just unreal bug
I still have not been able to reproduce this. I am closing it for now. Let's see if it appears for any other version.
I've got an issue: Scaling object makes collision scale wrong axis Collision primitives (except ucx) has transforms. No way to change it. The top collision made using default blender box, bottom ones are made using collider tools.
https://github.com/Weisl/Collider-Tools/assets/131483381/93afcdcf-6ff8-4a01-bed6-205bc6368084