ECollisionChannel

NOTE!!Some of these values are used to index into FCollisionResponseContainers and must be kept in sync.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h

Include

#include "Engine/EngineTypes.h"

Syntax

enum ECollisionChannel
{
    ECC_WorldStatic,
    ECC_WorldDynamic,
    ECC_Pawn,
    ECC_Visibility,
    ECC_Camera,
    ECC_PhysicsBody,
    ECC_Vehicle,
    ECC_Destructible,
    ECC_EngineTraceChannel1,
    ECC_EngineTraceChannel2,
    ECC_EngineTraceChannel3,
    ECC_EngineTraceChannel4,
    ECC_EngineTraceChannel5,
    ECC_EngineTraceChannel6,
    ECC_GameTraceChannel1,
    ECC_GameTraceChannel2,
    ECC_GameTraceChannel3,
    ECC_GameTraceChannel4,
    ECC_GameTraceChannel5,
    ECC_GameTraceChannel6,
    ECC_GameTraceChannel7,
    ECC_GameTraceChannel8,
    ECC_GameTraceChannel9,
    ECC_GameTraceChannel10,
    ECC_GameTraceChannel11,
    ECC_GameTraceChannel12,
    ECC_GameTraceChannel13,
    ECC_GameTraceChannel14,
    ECC_GameTraceChannel15,
    ECC_GameTraceChannel16,
    ECC_GameTraceChannel17,
    ECC_GameTraceChannel18,
    ECC_OverlapAll_Deprecated,
    ECC_MAX,
}

Values

Name

Description

ECC_WorldStatic

ECC_WorldDynamic

ECC_Pawn

ECC_Visibility

ECC_Camera

ECC_PhysicsBody

ECC_Vehicle

ECC_Destructible

ECC_EngineTraceChannel1

Reserved for gizmo collision

ECC_EngineTraceChannel2

ECC_EngineTraceChannel3

ECC_EngineTraceChannel4

ECC_EngineTraceChannel5

ECC_EngineTraceChannel6

ECC_GameTraceChannel1

ECC_GameTraceChannel2

ECC_GameTraceChannel3

ECC_GameTraceChannel4

ECC_GameTraceChannel5

ECC_GameTraceChannel6

ECC_GameTraceChannel7

ECC_GameTraceChannel8

ECC_GameTraceChannel9

ECC_GameTraceChannel10

ECC_GameTraceChannel11

ECC_GameTraceChannel12

ECC_GameTraceChannel13

ECC_GameTraceChannel14

ECC_GameTraceChannel15

ECC_GameTraceChannel16

ECC_GameTraceChannel17

ECC_GameTraceChannel18

ECC_OverlapAll_Deprecated

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

ECC_MAX

Remarks

NOTE!!Some of these values are used to index into FCollisionResponseContainers and must be kept in sync. If you add any more TraceQuery="1", you also should change UCollsionProfile::LoadProfileConfig Metadata doesn't work outside of editor, so you'll need to add manually : when you add more here for predefined engine channel please change the max in the CollisionProfile search ECC_Destructible in order to use this custom channels we recommend to define in your local file

  • i.e. #define COLLISION_WEAPON ECC_GameTraceChannel1 and make sure you customize these it in INI file by

in DefaultEngine.ini

[/Script/Engine.CollisionProfile] GameTraceChannel1="Weapon"

also in the INI file, you can override collision profiles that are defined by simply redefining note that Weapon isn't defined in the BaseEngine.ini file, but "Trigger" is defined in Engine +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName=WorldDynamic, DefaultResponse=ECR_Overlap, CustomResponses=((Channel=Visibility, Response=ECR_Ignore), (Channel=Weapon, Response=ECR_Ignore))) Enum indicating different type of objects for rigid-body collision purposes.

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