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AActor::SetActorEnableCollision

function Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintCallable

Description

Enables or disables collision for the entire actor by toggling all of its collision components at once.

Signature

void SetActorEnableCollision(bool bNewActorEnableCollision)

Parameters

Name Type Description Default
bNewActorEnableCollision bool Whether to enable collision for all components on this actor.

Return Type

void

Caveats & Gotchas

  • This is an actor-level override — it does not change the collision profile of individual components. When re-enabled, components restore their original profiles.
  • Overlap events and hit events will not fire while collision is disabled.
  • Does not affect the CharacterMovementComponent's internal collision queries — a Character with disabled collision can still have movement blocked by geometry in some edge cases.

Example

Temporarily disable collision C++
// Disable during a cinematic, re-enable after
SetActorEnableCollision(false);
// ... later ...
SetActorEnableCollision(true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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