[FEATURE REQUEST] Per-primitive collision settings and collision groups for Static Mesh simple collision

While working on a building-placement system, I found that Unreal Engine already has a per-shape collision concept at runtime through FBodyInstance, including SetShapeCollisionEnabled and SetShapeResponseToChannels.

However, this capability does not seem to be exposed as a proper Static Mesh authoring workflow. There is currently no reliable way to assign collision settings or semantic groups to individual simple collision primitives (UCX / UBX / USP / UCP) inside a Static Mesh asset.

This makes it difficult to use different collision geometry for physics and specific queries without relying on separate Static Mesh assets, hidden proxy components, or runtime code based on ShapeIndex ordering.

Feature request:

Please add collision groups for Static Mesh simple collision, or per-primitive collision settings.

Each imported simple collision primitive should be assignable to a group in the Static Mesh Editor. A group should provide at least:
Collision Enabled state
Per-channel collision responses

When physics state is created, BodySetup could apply the stored group settings to the corresponding Chaos shapes.

Example use case:

A building mesh needs its outer UCX hulls for basic physical collision, while slightly inset UCX hulls should be QueryOnly and block only a custom BuildingPlacement trace channel. This would make placement validation reliable without changing the mesh’s actual gameplay collision.

This could also support separate hit detection, projectile-only collision, nav-only geometry, interaction volumes, and visibility or audio occlusion.

Pls.
I think this is not too hard :slight_smile: