Freeform Labs, Inc. is a games and software development team with a commitment to providing the highest quality of digital craftsmanship, and a mission to inspire learning and creativity through cutting-edge experience design. The team is centrally located in Los Angeles, and maintains a network of trusted partners across the globe. With specialized experience in VR, AR, Game AI, and more, Freeform Labs provides an array of services including consultation, work-for-hire software development, and on-site "ship it" assistance. The company's portfolio includes work for Microsoft, Disney, and Starbreeze - as well as award-winning original content. | hello@freeformlabs.xyz
This is a common (anti-)pattern that I come across in other people's Unreal Engine projects: A mesh with one or more collision components attached to it. This will work, but it's not optimal, and is probably a sign that the developer is used to Unity.
In Blueprints, where logic is composed with bulky boxes that make much less efficient use of screen-space than written code, the benefit of this kind of syntax sugar (and the ugly unwieldiness of the alternative) is far more dramatic.