Hey, some of my assets need to have their colliders generated in Blender (I’m creating them semi-procedurally with python).
I need capsule colliders. If I’ll create an UCX capsule collider (e.g. like this), will it be much worse for performance than the built-in Capsule collision primitive in UE?
Both the colliders would be capsules, but I’m afraid that the UCX collider will be calculated per-poly (?) while the UE capsule primitive calculates radius + height or something else that is better for performance… Am I right?
I hope that the difference is not that big, I’d make UCX capsule meshes as much low-poly as I can…
… Anyone has an idea how these colliders are calculated?