Edit by O: Removed things the OP found confusing and thought is ChatGPT Ai generated text. Converted to simple 2 small paragraphs. There, concise.
TLDR: No engine that I have used and have contracted with has this ability (raycast up…backward physics raycasting) without custom work and meshes. It can be done though.
I had to build this in Unity (my own design and contracted) and it works exactly the same in Flax. If constantly using physics for spatial awareness you will have serious performance issues later. Star Citizen and Bethesda’s game designs are great examples of heavy physics usage and the issues associated with them. Bethesda’s cell based system changes sizes between games too because of this. Fallout 4’s cells are much smaller because of all the junk. CIG is trying to get their PES smoothed out and having lots of issues because of the limits of the physics engine and their database methods. Not sure if they will ever get it work properly. It is working now but barely.
Each object (abstract, static, interactive, physics et al.) needs to have some sort of spatial awareness at some point. Even static. Choosing physics rigid body solutions for everything is a very bad idea.