This is a rather tricky problem. I have multiple hierarchical instanced static meshes, each one has over 100,000 instances so running with collision is not an option. However, I need to stop the players spaceship from going through the instances. Has anyone ever been able to simulate collision and prevent no clip without actually running collisions? I need some tips on how this would be implemented with a visibility line trace, I’ve got a general idea but there are some complications e.g. side of the ship/turning while stationary and very close.
Enabling collision when there are 100,000+ instances brings the engine to a halt so the only solution is going to be faking it. I don’t need any restitution or fancy physics just need to stop the player ship from going through. Will a line trace work at incredibly high speed? The ship goes up to 10,000 miles/hour so it needs to slow down from very high speed if it nears an instance.