What is the performance impact of complex collisions when there are no collisions?

I have a question about a complex collisions.
I know that simple collisions have better performance, but is there a performance difference between complex collisions and simple collisions if they don’t touch anything?

I use simple collision for collisions with the ground, but I want to use complex collision only for attack hits. So the amount of time that complex collision actually comes into play is very small. I’d like to know how much this will affect performance.

If there is no major impact, I would like to use it as is, but how worried should I be?

Every collision hull/component in the game that moves is evaluated every tick. Complex collisions are per poly of the mesh, thus a heavy increase in simulation time per frame.

Hit collisions on Pawns should be handled by the Phys Asset simple collisions. There’s 17 or so on the Third Person character. If that isn’t enough then go with bone in skeletal, or a combination of both.

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Thank you for the helpful information.

Does collision evaluation while moving happen for everything, without exception?
The complex collision I’m currently using is attached to the root component with no rendering. It’s not simulating anything and does nothing other than detect only single channel. Will this still affect performance?

And, if the number of polygons is exactly the same, is there any difference between simple collision and complex collision? Apparently complex collision may be required to do what I want, and I’ll need to enable complex collision even with few polygons.