We are testing out pruning points based on collision, however using complex collision seems to crash the editor.
We need to prune points based on intersection of a mesh, and would prefer to use complex collision to do this, since it will give up a tighter intersection and a better result.
Hello,
I have put together a bug report for this, which can be tracked here if/when it’s approved for public visibility: Unreal Engine Issues and Bug Tracker (UE\-282213\). There is no ETA as priorities for bugs and features can shift at any time.
We don’t provide updates on UDN, but progress can be followed on that public issue tracker page.
Take care,
John