Skip to main content

Resource

Collision Reference

Reference collision channels, response rules, presets, trace and overlap APIs, query parameters, FHitResult fields, events, and recipes.

Start here

The essentials

Eight things cover almost all of collision. Skim them, then open the reference below only when you need an exact channel, preset, or function.

01

Collision Enabled

Collision Enabled has two parts: Query (traces and overlaps detect it) and Physics (it simulates and blocks). Most gameplay components only need Query.

02

Responses

Each side responds with Block, Overlap, or Ignore, and the weakest response wins. Both sides must Block to produce a block, and any Ignore overrides the other response.

03

Channels

An object channel describes what a component is, such as Pawn. A trace channel describes what a query runs against, such as Visibility. Match the query to the right channel family or it returns nothing.

04

Presets

A preset bundles a collision mode, an object type, and a full response table under one name, such as BlockAll or OverlapOnlyPawn. It's ideal to start from a preset, then adjust individual responses.

05

Traces and overlaps

A trace casts a ray or shape and returns the first blocking hit. An overlap returns everything inside a shape. Both can query by channel, object type, or profile.

06

Hit results

A blocking trace fills an FHitResult with the actor and component hit, the impact point, the surface normal, and the distance.

07

Overlap events

Begin and End overlap events fire only when both components have Generate Overlap Events enabled. The overlap response on its own is not enough.

08

Debugging a missed trace

A trace that returns nothing is almost always a channel-family mismatch, a custom channel left set to Ignore, or collision that isn't Query-enabled.

Reference

Unreal Directive is free and ad-free.

If it saved you time, you can help keep it that way.

Donate