well foliage meshes can have collision. in my test the regular collision (zero and non-zero extent) works fine. if there’s a way to make it work with rigidbody collision you’d be able to save up on the actor+component count which would probably be more beneficial for you since you can potentially have so many spawned actors. I’ll try digging into the code a bit to see if I can make it work with RB collision (but first I have to compare the performance to see how much this impacts my game and if it’s worth it)
yeah having this hidden area with pre-placed foliage meshes can be a bit annoying. in my case the game has 9 levels so if I move forward with this I’d need to add almost all of each mesh 9 times (I really should try a shared streaming level). it’s not the first time I need a hidden placeholder area for some purpose though. at work we used to call such area the “parking lot”