RealDocs

UPrimitiveComponent::SetCollisionProfileName

function Engine Blueprint Since unknown
#include "Components/PrimitiveComponent.h"
Access: public Specifiers: virtual

Description

Applies a named collision preset to the component, setting its object type, enabled state, and all channel responses in one call.

Signature

virtual void SetCollisionProfileName(FName InCollisionProfileName, bool bUpdateOverlaps = true)

Parameters

Name Type Description Default
InCollisionProfileName FName Name of the collision profile defined in Project Settings > Collision.
bUpdateOverlaps bool If true, immediately recomputes which actors are currently overlapping. Default true. true

Return Type

void

Caveats & Gotchas

  • Profile names are case-sensitive and must match a profile defined in Project Settings > Engine > Collision. A typo produces no error but leaves the component on the 'Custom' profile with undefined responses.
  • Built-in profiles: 'NoCollision', 'BlockAll', 'BlockAllDynamic', 'OverlapAll', 'OverlapAllDynamic', 'Pawn', 'CharacterMesh', 'PhysicsActor', 'Trigger', 'InvisibleWall'.
  • bUpdateOverlaps=true triggers EndOverlap on any actors no longer overlapping and BeginOverlap on new ones. Set false in bulk-initialization to avoid costly overlap recalculation.

Example

Switch between gameplay and ragdoll profiles C++
// During gameplay
MeshComponent->SetCollisionProfileName(TEXT("CharacterMesh"));

// On death — switch to ragdoll physics profile
MeshComponent->SetCollisionProfileName(TEXT("Ragdoll"));
MeshComponent->SetSimulatePhysics(true);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.