

It’s working very well for my game with a physx rigid body character controller. The “seam fix” layer is a simplified collider without the seam problem, so this script essentially makes it so you only collide with the giant collider if your on top of the bad seam collider and allows you to fall through the giant collider otherwise. Forward Collision Warning With Brake Support. Switching to player regular when your not on the “seam bad” collider ensures that you fall through the simplified collider when your not touching the “seam bad” layer. In Update, use a BoxCast/SphereCast/Ra圜ast or w/e to determine if your on top of the “seam bad” collider, if you are switch to “seam fix” else stay on player regular. Setup your layers so your player layer collides with “seam bad” but not “seam fix” and “player seam fix” collides with “seam fix” and not “seam bad”. One is the regular player layer, the other is the “player seam fix” layer. Have 2 physics layers (not sure how these work in Unreal) for your player. Put the convex/giant collider on a “seam fix” layer, and the other collider on a “seam bad” layer. When your on top of a collider with seams, you collide with the “giant” collider, otherwise you fall through the giant collider. If that does not solve the issue, try also changing the collision detection mode of the player's rigidbody to continuous. Otherwise just make a giant, simplified box collider overtop of your bad seams. 1 Try using the MovePosition method on your Rigidbody inside of FixedUpdate instead of changing the position of the player's transform. It can be much larger than the actual area of the If the seams collider is a Mesh collider, typically the “good collider” will be the same mesh with a convex simplification (not sure how to do this in Unreal, but it’s a checkbox on the mesh collider in Unity).

This is the collider you will actually collide with. Make a giant collider on top of your “bad seams colliders”. I found a solution for this in Unity, I’m sure it’s also applicable to Unreal:
