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There's also physx and bullet problems with player collision when running the AAK (Action Adventure Kit). I don't know if these issues are specific to AAK (since it adds extra player functionality) or if it's a general problem for player collisions.
It's been discovered that there's not much we can do about this and the problem was improper naming convention for the collision meshes which caused it to take concave meshes and run them as convex hulls optimized for the physics engine.
It should be more plain to users the convention for naming collision meshes.
Additionally, there's still a specific issue with the AAK player using physx or bullet but now we know this is AAK specific.
relevant -> https://github.com/GarageGames/Torque3D/blob/development/Engine/source/ts/tsCollision.cpp#L1154
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