Player Collision view causes heavy frame drops cause it calculates all geometry, even past walls

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

World Building

Summary

When you switch to Player Collision view, everything the camera looks at will be calculated, even when an obstacle is blocking view. This is unnecessary, because I am not interested seeing the player collision in the other side of level, only where I am close to. If that view has a, say 30000 m limit to what you are seeing, then it wont lag UEFN so heavily when toggled on. By heavy I mean from 90/120 fps I drop to 9 fps (as shown on video)


In the video, the point where the editor lags is the view where the other arenas are located, behind the skybox. Which means it calculates their collision geometry even though I cant see it.

Steps to Reproduce

Have a complex level with geometry that is really really far away.
Switch to Player Collision view in UEFN
Look at a place where there is nothing (you ll get full FPS)
Now look at the area where really far away has collisions

Expected Result

Collisions really far away dont show and frames don’t drop

Observed Result

Collisions are calculated on camera view, behind obstacles too, and frames drop to 1/10th of normal fps

Platform(s)

PC