Hey Fafhrd thanks for the help
Im using procedural foliage volumes, haven’t played around with PCG volumes yet.
Am I correct in thinking that when the foliage instance meshes are loaded, the collision hulls are also loaded, regardless of if collision is enabled or not?
It’s just very strange the night and day difference I get from load times when collision is enabled vs disabled. Especially given that my foliage has overlaps disabled and is set to ignore everything.
I did a test where I had my foliage collisions disabled by default and then after the level is loaded I enabled “query only” collision on all my instanced foliage components. The level loaded in a few seconds as I expected and then when I enabled collision again the game froze for ages like usual while the collision setting was applied.
I think it must have something to do with how slow it is to cycle through all the foliage instances when you want to change something, but I don’t know why it would take so long when the map loads because the values are already set before runtime so it shouldn’t have to do any of that.
I know adding, removing, or changing other parameters at runtime, even on a very small number of foliage instances, causes a very noticeable stutter just because of how the foliage instances are managed in unreal, so maybe it has something to do with that.
I have to remove patches of foliage in my game when the players inventory is accessed or when buildings are placed etc and I have to use material opacity to make foliage instances invisible instead of removing, transforming, or changing visibility etc because of the stutter that happens when you modify foliage instances.
Maybe there’s a clue there.