# How does Auto Weld treat welded colliders?

**URL:** <https://forums.unrealengine.com/t/how-does-auto-weld-treat-welded-colliders/389343>\
**Category:** World Creation\
**Tags:** collider, unreal-engine, Performance, Physics, question\
**Created:** [March 29, 2017, 1:06pm UTC](https://forums.unrealengine.com/t/how-does-auto-weld-treat-welded-colliders/389343 "2017-03-29T13:06:24Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Furinyx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Furinyx](https://forums.unrealengine.com/u/Furinyx)\
**Post date:** [March 29, 2017, 1:06pm UTC](https://forums.unrealengine.com/t/how-does-auto-weld-treat-welded-colliders/389343/1 "2017-03-29T13:06:24Z")

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I’ve spent about 15 minutes trying to find documentation or a question on this but I don’t seem to be coming up with anything.

I am curious as to whether the Auto Weld option for physics collision generates a single mesh collider for physics queries or if it just checks each individual collider when doing physics queries?  
This will be especially useful to know for cases where I am using primitive meshes that are always auto-welded.

EDIT: I would also like to know how auto-weld works with colliders that overlap - does this cause issues? I know for multiple colliders on a static mesh the Static Mesh Pipeline states to ensure there is a space between colliders.

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**Author:** ![Spacemarine658](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/spacemarine658/32/1194677_2.png) [@Spacemarine658](https://forums.unrealengine.com/u/Spacemarine658)\
**Post date:** [May 8, 2024, 9:04pm UTC](https://forums.unrealengine.com/t/how-does-auto-weld-treat-welded-colliders/389343/2 "2024-05-08T21:04:44Z")

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did you ever get answers to this I’d love to use auto weld but have separate collision events
