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Aladin Sane
From this page

http://www.sidefx.com/docs/unreal/_collisions.html [www.sidefx.com]

The geometry will be invisible if it belongs to a group starting with the collision_geo prefix, and visible if it belongs to a group that starts with the rendered_collision_geo prefix.




Can someone explain what the common use case for visible versus invisible collision meshes are?

Thanks!
dpernuit
Visible collisions (via the rendered_collision_geo group) will use the same mesh for the collision and the visible geometry. For optimisation purpose, it's better to use this only if the mesh has a low poly count, as you don't want the engine to calculate the collisions on a high poly mesh.

That's why you have the invisible colliders, those meshes will not be displayed in game, but will be used only for collisions . This allow you to have a high poly mesh for rendering, and a low poly mesh for collision detection.
Aladin Sane
Thanks, makes perfect sense.
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