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Fixed the Issue, the reason is collision_generate was trying to find tile outside of sprite width, so if we put tile size to 32 it will try to find 32 tiles in the same row instead how many tiles are present in the sprite.

a simple fix rn that I made is adding limit to collision_generate

/// @self scr_fw_collision_setup
/// @description Generates collision data for the tilemap associated with the specified sprite.
/// @param {Asset.GMSprite} sprite_id The sprite used in the tilemap.
/// @param {Array<Real>} angle_data An array of values representing the angles for each tile.
/// @param {Real} off_x The horizontal offset of the sprite on the tilemap.
/// @param {Real} off_y The vertical of…

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@TrianglyRU
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Answer selected by PranchaD
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