This is the 14th episode of unreal engine runtime terrain generation system. Today, we are going to fix some issues related to collisions of the generated landscape and work on performance improvements. Here, we will be using bUseAsyncCooking to enable procedural mesh section to be generated in background so it will give us a huge performance boost. But this will cause some issues to the existing foliage generation system and we will work on a workaround for that as well.