Thanks for the tip
99% of my foliage static meshes all have a simple sphere for their collision and complex collision uses simple as complex. My tree complex collision pretty intense though so I’ll try turning that off for now and see what kind of effect that has. My test levels though were only using a single foliage type with a simple sphere collision and the load difference between collision on or off was still very noticeable.
As for your replacement algorithm idea, is it possible to replace or generate a collision hull for a mesh at runtime? that could come in handy.
Cheers
EDIT: After completely removing all collision hulls from my foliage static meshes. Loading was definitely faster but in the trace these two events still run regardless of if there’s collision hulls or not. The long foreground task is gone however. With the collision hulls gone and collision disabled however they went away and the load is almost instant.
The fun part though, is If I have collision disabled on my foliage on map load, and the foliage static mesh has no collision hulls/bodies and then I enable collision on my foliage instance components at runtime, I still get the massive lag/stutter I have been getting. So enabling collision on static meshes with no collision bodies still creates this lag.