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UPrimitiveComponent::SetCollisionResponseToChannel

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

Description

Sets this component's response to a single collision channel. Overrides the current profile response for that channel only.

Caveats & Gotchas

  • Calling this switches the component off any named collision profile. The component's profile name will no longer accurately describe its actual responses.
  • Collision is bidirectional — both components must have compatible responses for an interaction to occur. If this component blocks ECC_Pawn but a pawn ignores ECC_WorldDynamic, no block occurs.
  • For broad reconfiguration, use SetCollisionProfileName instead — it sets all channels at once from a defined preset.

Signature

virtual void SetCollisionResponseToChannel(ECollisionChannel Channel, ECollisionResponse NewResponse)

Parameters

Name Type Description Default
Channel ECollisionChannel The channel to set the response for (e.g. ECC_WorldStatic, ECC_Pawn).
NewResponse ECollisionResponse ECR_Ignore, ECR_Overlap, or ECR_Block.

Return Type

void

Example

Make a trigger ignore pawns but overlap with projectiles C++
TriggerBox->SetCollisionResponseToAllChannels(ECR_Ignore);
TriggerBox->SetCollisionResponseToChannel(ECC_GameTraceChannel1, ECR_Overlap); // Projectile channel
TriggerBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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