Raycast3d get_collision_face_index() returns -1 with jolt, but works with GodotPhysics3D and DEFAULT

Godot 4.6stable windows 10

basically that. everyone says use jolt but my game is not physics complex so godot is fine, but isn’t this a huge issue for jolt? am i doing something wrong? to my understanding jolt is just not considering the colision shape to be concave for some reason? maybe jolt separates concave shapes in smaller convex shapes?

Looks like a bug that should be logged in the Godot engine.