I made a line trace to check collision from procedural foliage.
General settings LOD for static mesh collision is 0 but line trace is detecting collisions on other LODs 1, 2, 3, also on billboards distant. is this a bug or what am I doing wrong? Why collision is not just in LOD 0? it cosums alot resources from machine, because there are collision on all LODs not just LOD 0
I think the instructions you linked show how to use a LOD as the collision for all of the LODs. The reason I’m thinking that is because of this line:
the chosen LOD will be used for all Complex Collision against the mesh
I’m not sure if there’s a way to turn off collisions per-LOD.
Have you tried using a different trace channel for the Line Trace so that it ignores the objects you don’t want? Or possibly making the trace shorter, so that way you can only detect things close to you?
I thought the instructions I linked are a way to select or activate collision for certain LODs because is selectable from 0 to more, it seams is for select the limit of LOD collision.
Is not problem the trace line, it can be adjustable distance and I’m using names of some static meshes, so other meshes with different names are not taken in acount.
The problem is that there are collision for all LODs, no matter if there is trace line or not. Collision for all lods consumes alot machine resources in my open world project.
Hmm… That’s an interesting issue to have. Unfortunately I’m not sure I know an answer for it. Optimization isn’t something I’m very familiar with. Have you tried researching what other open world projects do for collisions?
Is there any way you could remove collisions on some of the objects (for example, do small blades of grass have collision, and could the collision for those be turned off without affecting gameplay?)
Also, what kind of performance are you getting right now, with the collisions all active?