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How efficient is having one giant actor the size of a level for collision?

I am thinking about using an Actor to temporarily contain a bunch of Components with Collision, and then doing overlap tests against the world, while this actor is in the world.

I’m just wondering how efficient this will be. Does the engine still end up doing space partitioning on the components even though they’re all part of one giant actor? Or is it better to spawn a separate actor for each collision object I’m spawning?

Love to know this too, please share if you find out anything. :slight_smile:

Hi illYay,

I’ve moved this thread to Content Creation where you’ll be more likely to get an answer to your question.