I am using Lumberyard 1.13 beta.
I am trying to use PhysX mesh shapes as collider objects. I build up my component entity using Mesh, PhysX Collider, PhysX Mesh Shape, PhysX Rigid Body Physics. I put the FBX object in the assets and “Use Edit Settings…” to set the PhysX settings to use a Convex Mesh (required for using a dynamic rigid body). This all seems to work fine and the pxmesh does get created in the cache and I am able to set this as the PhysX Mesh Shape. So everything looks fine. When running AI/Physics the objects do not collide with each other or the terrain. The only FBX that even remotely seems to work is distortedCube.fbx which is found as a sample FBX in lumberyard. If I take just the default cube in Blender and just export this to FBX and add it to assets this simplest object fails to collide. The pxmesh gets generated, but it fails to find collision. I have tried several meshes both complex and simple and none seem to ever work (even though the pxmesh is created). Collisions with non-mesh Shapes work, but when using a mesh I just cannot get it to work. Has anyone else had any luck with this? Am I missing some thing or is this just too new and buggy. Is there any way of looking at a pxmesh file to see if it is good (they are binary).