What is the behaviour of collision for Blueprints with many static mesh components?

I was curious about how collision detection is setup in UE4 when loading a Blueprint. For example, I have a blueprint which is composed from 105 different static mesh models. Do each of these static mesh models themselves have a simple/complex collision mesh which the engine then independently tests for collisions against other components? Or does the blueprint itself have a single “compiled” collision mesh made up from the static mesh components’ collision meshes?

Generally speaking, how would I go about investigating this? Is there a way I can see/set the static mesh of the blueprint in the blueprint window? What about in C++? I know I can individually get the static mesh simple collision meshes using MeshAsset->BodySetup->AggGeom, but are these individual aggregate geometry objects compiled together into a single collision mesh used for the blueprint actor?

Also, can I set collision settings on the blueprint actor itself, or do I have to set them individually on each of the components? What happens if, for example, all but one of the static meshes has ECollisionEnabled::QueryOnly, and the other has ECollisionEnabled::PhysicsOnly. What happens? Can I set collision response delegates on the actor, or only on each of the static mesh components separately?