When I make a high resolution landscape with many vertices and triangles generated from a heightmap, it generates it well and the collision works perfectly. However when I add a mesh, like a plane, with custom collision, it must be a certain low resolution for the collision of my player to match what it should be, and anything too high in terms of the collision mesh will simply not work, and seems to just revert to the simple collision. I know that the engine is capable of rendering very complex collision due to the landscape collision working well and it having many triangles. How I can utilize the highly detailed collision of the landscape for things like meshes?
Also how often does the collision thread (or whatever is doing the collisions) check which actors in the level are marked as dirty, as it seems that when I set it as dirty at runtime it does not update fast at all, and in most cases doesnt update at all?
Ultimately, what would help me is some starting point where I can view the physics engine code which is the final step in the collision pipeline for any given frame, I’d then be able to work back from that and solve my issue, if nobody knows the answer to this question that would be a great help.