Level design with static meshes

For a mesh, you can set the collision to be “use complex as simple” and the entire mesh becomes collidable at the triangle level (I think, I’m new to all this stuff, but I think that’s what I read someplace)… It’s supposedly not efficient (compared to collision meshes), but if you only use it for floors (would make navigation accurate), it might not cause too many issues. If nothing else, you just might have to do more streaming of levels than initially desired?