In testing we’ve noticed that scaling objects via the body orientation (closest to full transform on bodies) not only seems to be ignored by inter-object collision, but also causes abnormal reactions to collisions.
So we dug further into the JiggleGame demo to see what we’re doing wrong and noticed scaling is handled on the wrapper level and never exposed to the engine.
On the surface this is fine for primitives, but how are static meshes supposed to be handled without the ability to scale relative to other meshes? Likewise with rotation and positioning which both also appear broken in static meshes?
While baking down bone transforms for entire models (as static meshes) is acceptable (the data is unlikely to change) baking down entire scenes to world space is not an option when fast performance and scene flexibility is required.
Are we doing something wrong or is this really broken?