Runtime Mesh Component

After a little trial and error I was able to get the convex collision setup working. I have a couple questions for optimization and perhaps your findings so far with them. At any one given time I spawn around 30-50 Actors with an RMC component. Each RMC component houses probably 30-200 triangles, but each triangle I’m creating a convex triangle collision primitive. I use the RMC->AddCollisionConvexMesh(convexCollisionVerts) for each triangle collision primitive which ends up being the same number of primitives as their are triangles on the visual mesh. This appears to work fine up until I start having my peak amount of 30-50 actors. Each actor containing 30-200 triangles and roughly the same number of convex collision triangle hulls, then I start to see some slow down. This seems low to me. Any idea where this slowdown may be coming from? To test the movable collision aspect of the convex collision hulls I just simply scale the actors in and out using a timeline. So all the actors use the same float curve in the timeline.