Thanks for reply but You missed my point: im talking about queries types, not collision hulls like boxes, trimesh etc. Hulls are straight forward.
But which queries are considered complex and which regular?
Anyone else plz ?
Sorry - when you issue the query you select the type of query in FCollisionQueryParams.
This determines whether to collide against the simple or complex collision bodies.
eg When calling LineTraceSingleByChannel you pass a struct for **FCollisionQueryParams which contains a value for **bTraceComplex.
After re-reading your question - wanted to elaborate further. All bodies exist in the same scene. A body has collision shapes attached to it. These collision shapes can be simple or complex. You can configure the query (linetrace) to collide against (simple or complex) shapes.
@OptimisticMonkey thanks a lot !
I saw You were also active in this topic: https://forums.unrealengine.com/deve…-is-line-trace
I’d like to ask You then also, do You have any recommendations on to when to use bTraceComplex ?
For which traces / use scenarios would be it best since it is more expensive in terms of performance ? whats the best tradeoffs in short