I noticed BSP brushes do not register as the static collision channel so i am curious what does it register as?
Right now its a bit annoying prototyping levels because collision checks being done against world static objects ignores bsp brushes. As a result you need to create the BSP brush, and then create the same size collision volume over it with world static collision channel enabled on that.
And BSP brushes do not give you the option to change its collision channel.
What is a smart way of working around this without too much effort?