Thanks for the file, Bryant3D.
Even if seems sometimes as work to upload a file, it is certainly the way to avoid guess-work (which takes time from everyone involved. So, I’m grateful. :o)
Please go to the Collision Tag and click ones on it to get the Attribute Manager information of it.
There, go to the “Collision>Shape>...” You setting is Automatic. Set it to “Static Mesh”.
Press the play button again. It works now, right?
Think of the “Automatic” as an “eggshell” that wraps tightly around the visible collider object. Always following the idea to keep it close but roundish. This is then used as an ideal collider shape, to cut calculation time down. (For the sphere, that works just great, as the “egg-shape” is the same as the sphere, no change needed here)
The Static Mesh on the other hand, takes a mesh and calculates what is given via polygons, roughly and simplified said. IF that “landscape object would move you need the Moving Mesh, which introduces more calculation time into the system.
I hope that makes sense how I have expressed it, short and simplified.
All the best
Images: The one with contact to the floor uses the Static Mesh.
The other one is the file as received, and with a Tracer introduced—which draws the sphere axis - it shows clearly, what I called the “egg-shell” distance.