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Collisions.md

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2020-07-04_15:24:50

Collisions

Collision handling is done with Channels. A channel is just a name. Collision objects, e.g., Collision Box decide how it should respond to collisions with the channels. The options are:

  • Ignore. Do nothing, the objects do not interact.
  • Overlap. Overlaps are reported to the event and query systems, but does not affect physics.
  • Block. Overlaps will be prevented, any motion that would lead to an overlap will be blocked.

Each collision object has an Object Type that is one of the channels. The object type and the collision responses for the various other channles is specified in the Collision category of the collision object's Details panel, and then under Collision Presets. Must select Custom... collision preset to get all of the settings.

New channels are created and named in Project Settings > Engine > Collision. There are a few built-in channels that are not listed in the settings:

  • Visibility
  • Camera
  • Landscape
  • WorldStatic
  • WorldDynamic
  • Pawn
  • PhysicsBody
  • Vehicle
  • Destructible

Static Mesh assets has collision settings that are applied to the Static Mesh instances that doesn't override it.

There are many Components designed to act as collision shapes, such as boxes and spheres. Some functionality in the engine (which?) require that the collision shape is the Root Component in the Actor.

[[2020-11-10_08:30:07]] Collision shapes

[[2020-11-10_08:30:07]] Collision shapes
[[2020-05-08_22:05:51]] Static Mesh