Instead of methods like ‘BoxOverlapActors’ or ‘OverlapBlockingTestByChannel’ which both check the world. is there an alternative for specifically checking if one given actor is overlapping with a given shape/collision-box?
For context, I am generating/updating my own navigation-mesh, and the entire algorithm is written in default c++ without using any of the UE API except for the overlap-check.
It would seem logical to check against the specific components of the actors directly when I can, which prevents having to use ‘OverlapBlockingTestByChannel’ which looks through the world globally to first find any actors and then if any is blocking the actual provided collision-box.
The generation / updating of the navmesh is very fast already, but the least performant method by far is the build-in overlap check, which takes around 1 second during the generation of a few million nodes, whilst the rest of the generation takes about 400ms for these nodes, combined 1.4 seconds.
( The actual navmesh will not require this many nodes except for very large levels, and updating the navmesh does not require a regeneration, its speed is always relative to what actually needs to update )
I would be happy if someone could share some experience about this with me!