Collision data is largely defined by content creators, but its users are mostly systems written by programmers. Big games have more collision data, and more systems using it. Unreal Engine provides a great framework for collision, but problems can emerge at scale.
In this talk, I’ll share some of the lessons we learned developing Hogwarts Legacy, and the strategies we’ve employed on our latest project. I’ll share some best practices and practical suggestions for managing collision settings, tips for writing collision queries more effectively, and insights into performance. In the process, I’ll give an overview of much of Unreal Engine’s collision framework.
https://dev.epicgames.com/community/learning/tutorials/3KWR/unreal-engine-collision-data-in-ue5-practical-tips-for-managing-collision-settings-queries-unreal-fest-2023