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 @note : 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 Enum indicating different type of objects for rigid-body collision purposes.

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