Quick answer: Unreal Static Mesh used only via ISM cooked without collision? Engine optimizes 'never directly referenced' meshes; ISM use isn't a direct ref - mark CollisionTraceFlag explicitly.

ISM-spawned trees have no collision in shipping build. Editor PIE works.

Force collision

StaticMesh->CreatePhysicsMeshes();

Generate collision data in editor; ship-included.

Or hard-reference once

Place one tree as a regular static mesh actor in a level. Cooker treats it as referenced; collision survives.

Set CollisionTraceFlag UseComplexAsSimple

Marks mesh as collision-significant. Cooker preserves the data.

“Cooker tree-shakes collision aggressively. Marks of usage need to be explicit.”

For ISM-heavy worlds, the collision-cooking bug is a class. Validate post-cook; visible only on device.

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