Since when I google BSP I get a lot of information on the way id tech style engines work (Quake, Half-Life 2, etc) using Binary Space Partitioning. Based on what I’m reading, it makes no sense that BSP should be slower than static mesh. In fact, if you only have static meshes, how the hell does the engine calculate visibility? The whole point of BSP brushes (I thought) is so the engine can use them as solid room walls to determine exactly which part of the level was visible from any other part, and optimise accordingly. Converting everything to static mesh would throw that all out, no? There would be no space partitioning to figure out what to cull!
I mean people saying static mesh is faster than BSP must be right, but it doesn’t make any intuitive sense to me, unless unreal for some reason doesn’t bake them out at all.