Hello!

I have my simulation running in unreal, where I have a terrain mesh that I 
can export as a mesh or heightmap. But I also have numerous static meshes 
that the vehicle can  drive on also such as extended dirt pathways, large 
flat rocks etc.

I can't call from Chrono-> into Unreal to ray cast these objects in this 
case and let Unreal do the height queries, since there isn't a synchronous 
method of doing so. 

How best to add these to the simulation? Should I treat them as static 
bullet colliders and add them that way, or should I be converting each of 
these pathways into a terrain patch of their own? Is there a realistic 
limit on how many terrain patches I can add? 
The overall poly count of all my meshes is quite high so I would like to 
anticipate any performance issues ahead of time. 

Thanks!
-JC

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