Make a mesh be the complex collision shape for another mesh

That work around makes total sense… I suppose it would be the same as far as performance.

Now that this opens my mind, I’ll optimize by using only a few such shapes to cover the larger area.

Btw, no, ‘use complex collision as simple’ only causes the normal behaviour of using the render mesh to create the collision mesh.

Thanks for your help. I marked it as the solution, though it leaves open the mystery of how to use the function I was trying to use. It’s better this way.