I’ve got an actor with a UProceduralMeshComponent on which I do not want/need to waste resources with physics cooking, esp when it is high poly. This is from C++. I know I can set bUseAsyncCooking on the component to push cooking into the background, but it still takes up processor cycles and memory and I’d like to disable cooking altogether. I’ve tried using bAlwaysCreatePhysicsState = false, SetCollisionEnabled(ECollisionEnabled::NoCollision), and SetSimulatePhysics(false), but the calculations/cooking still happen on my procedural mesh component. Any ideas?