Bullet pointed info on collision filtering

-Objects (including traces, invisible walls etc) can collide in one of three ways: Hit, Overlap or Ignore.

-Hit will block movement and overlap detects contact.

-Either the giver and receiver of a collision event can use it to launch code.

-We can use multiple Trace or Object Channels and Collision Presets to define the collision properties of objects.

-If two objects collide that have different collision settings, the least blocking event will occur.
Ex: An energy ball set to overlap will be able to move through a blocking wall.

-An object can use multiple collision boxes of varying complexity for different collision mechanics
Ex: Movement collisions for a player are based on a capsule and shooting mechanics on a more precise representation of the body (individual arms/legs, head and torso)

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