Collisision Filtering Quick Points

Some summary points from the blog post:

  • The three types of responses are Block, Overlap and Ignore. The first two of these trigger Hit and Overlap events.
  • The least blocking of these takes precedence, so for example in an interaction with an object set to Block and another set to Overlap (for their respective types) the outcome will be Overlap.
  • Trace channels help manage collisions for many object types, rather than querying each type individually. The also help with managing changes.
  • Most objects can usually have their collisions managed using presets.
  • Objects can use simple and complex collisions depending on what is most appropriate for the specific interaction.
  • We have a Player Collision view, which shows the simplified world geometry the player will collide with.

Nice work. Thanks for sharing.

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