Sometimes (not every time) when a UDMF level loads, certain sectors may be drawn incorrectly and have no collision. Additionally, collision errors may appear in other parts of the map.
This issue does not appear to affect non-UDMF levels.
This also appears to happen on aarch64 Android, but I cannot confirm this. I will test on aarch64 Linux soon.
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On the exact same computer running Linux, and building with GCC, this issue does not happen. On macOS, I was building next with clang. Discussion in Discord confirms that, at least in some cases, affected Android builds also use clang. I will attempt to build SRB2 using clang on this machine to see what happens.
here is a video showing a possibly related bug on android as i couldn't get the visual bug (i do know that someone else did though), but the hole in the hub does do this