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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.

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

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.

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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