Hi!
I can’t access Collision Profile / Collision Preset information, wich I set up in the Static Mesh Editor UI, in C++… Where I can access this information? Even the BodySetup just shows me an Enum with BodyCollisionEnabled or Disabled / A TraceTag with Simple/Complex Collision is used…

Pls tell me where do they hide that information as i got no time to dig throught every c++ class -_-
Much love for all!
You can use the following functions:
Mesh->GetCollisionObjectType();
Mesh->GetCollisionProfileName();
Here is an example and having this information added to the log:
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
const ECollisionChannel Type = StaticMesh->GetCollisionObjectType();
UE_LOG(LogTemp, Warning, TEXT("Object Type: %s"), *UEnum::GetDisplayValueAsText(Type).ToString());
const FName ProfileName = StaticMesh->GetCollisionProfileName();
UE_LOG(LogTemp, Warning, TEXT("Profile Name: %s"), *ProfileName.ToString());
}
The result is this:

I hope this helps, and good luck 
Well, thanks for the answer but u got me wrong ;(
In your case, you are accessing the UStaticMeshComponent and well yeah, there we got those informations, as I need to set it in exactly that kinda Component!
(UFoliageInstancedStaticMeshComponent)
I can Get and Set Collision Values in the specific UFoliageType_InstancedStaticMesh, but I want to READ from my RAW UStaticMesh.uasset!
Probably I need to create Foliage Assets where that Data get stored but this doesn’t answer my question… where does they store that collision profiles from my StaticMesh.uassets?
LOL true ninja values