Collision

Collision

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Box Overlap Component

Perform a box overlap against a single component as an AABB (No rotation)

Target is Primitive Component

BoxOverlapActors

Returns an array of actors that overlap the given axis-aligned box.

Target is Kismet System Library

BoxOverlapComponents

Returns an array of components that overlap the given axis-aligned box.

Target is Kismet System Library

BoxTraceByChannel

Sweeps a box along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel

Target is Kismet System Library

BoxTraceByProfile

Sweep a box against the world and return the first blocking hit using a specific profile

Target is Kismet System Library

BoxTraceForObjects

Sweeps a box along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.

Target is Kismet System Library

Break Hit Result

Extracts data from a HitResult.

Target is Gameplay Statics

Can Character Step Up

Return true if the given Pawn can step up onto this component. This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it.

Target is Primitive Component

CapsuleOverlapActors

Returns an array of actors that overlap the given capsule.

Target is Kismet System Library

CapsuleOverlapComponents

Returns an array of components that overlap the given capsule.

Target is Kismet System Library

CapsuleTraceByChannel

Sweeps a capsule along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPOND to the given TraceChannel

Target is Kismet System Library

CapsuleTraceByProfile

Sweep a capsule against the world and return the first blocking hit using a specific profile

Target is Kismet System Library

CapsuleTraceForObjects

Sweeps a capsule along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.

Target is Kismet System Library

Clear Move Ignore Actors

Clear the list of actors we ignore when moving.

Target is Primitive Component

Clear Move Ignore Components

Clear the list of components we ignore when moving.

Target is Primitive Component

ComponentOverlapActors

Returns an array of actors that overlap the given component.

Target is Kismet System Library

ComponentOverlapComponents

Returns an array of components that overlap the given component.

Target is Kismet System Library

Find Collision UV

Try and find the UV for a collision impact. Note this ONLY works if 'Support UV From Hit Results' is enabled in Physics Settings.

Target is Gameplay Statics

Get Actor Array Bounds

Bind the bounds of an array of Actors

Target is Gameplay Statics

Get Actor Enable Collision

Get current state of collision for the whole actor

Target is Actor

Get Closest Point on Collision

Returns the distance and closest point to the collision surface. Component must have simple collision to be queried for closest point.

Target is Primitive Component

Get Collision Enabled

Returns the form of collision for this component

Target is Primitive Component

Get Collision Object Type

Gets the collision object type

Target is Primitive Component

Get Collision Profile Name

Get the collision profile name

Target is Primitive Component

Get Collision Response to Channel

Gets the response type given a specific channel

Target is Primitive Component

Get Component Bounds

Get bounds

Target is Kismet System Library

Get Overlapping Actors

Returns list of actors this actor is overlapping (any component overlapping any component). Does not return itself.

Target is Actor

Get Overlapping Components

Returns list of components this actor is overlapping.

Target is Actor

Get Surface Type

Returns the EPhysicalSurface type of the given Hit. To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section

Target is Gameplay Statics

GetActorBounds

Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents).

Target is Actor

GetMoveIgnoreActors

Returns the list of actors we currently ignore when moving.

Target is Primitive Component

GetMoveIgnoreComponents

Returns the list of actors we currently ignore when moving.

Target is Primitive Component

Ignore Actor when Moving

Tells this component whether to ignore collision with all components of a specific Actor when this component is moved. Components on the other Actor may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics.

Target is Primitive Component

Ignore Component when Moving

Tells this component whether to ignore collision with another component when this component is moved. The other components may also need to be told to do the same when they move. Does not affect movement of this component when simulating physics.

Target is Primitive Component

Is Collision Enabled

Utility to see if there is any form of collision (query or physics) enabled on this component.

Target is Primitive Component

Is Overlapping Actor

Check whether any component of this Actor is overlapping any component of another Actor.

Target is Actor

Is Overlapping Component

Check whether this component is overlapping another component.

Target is Primitive Component

Is Physics Collision Enabled

Utility to see if there is any physics collision enabled on this component.

Target is Primitive Component

Is Query Collision Enabled

Utility to see if there is any query collision enabled on this component.

Target is Primitive Component

Line Trace Component

Perform a line trace against a single component

Target is Primitive Component

LineTraceByChannel

Does a collision trace along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel

Target is Kismet System Library

LineTraceByProfile

Trace a ray against the world using a specific profile and return the first blocking hit

Target is Kismet System Library

LineTraceForObjects

Does a collision trace along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.

Target is Kismet System Library

Make Hit Result

Create a HitResult struct

Target is Gameplay Statics

MultiBoxTraceByChannel

Sweeps a box along the given line and returns all hits encountered. This trace finds the objects that RESPONDS to the given TraceChannel

Target is Kismet System Library

MultiBoxTraceByProfile

Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Target is Kismet System Library

MultiBoxTraceForObjects

Sweeps a box along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.

Target is Kismet System Library

MultiCapsuleTraceByChannel

Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel

Target is Kismet System Library

MultiCapsuleTraceByProfile

Sweep a capsule against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Target is Kismet System Library

MultiCapsuleTraceForObjects

Sweeps a capsule along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.

Target is Kismet System Library

MultiLineTraceByChannel

Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel

Target is Kismet System Library

MultiLineTraceByProfile

Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Target is Kismet System Library

MultiLineTraceForObjects

Does a collision trace along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.

Target is Kismet System Library

MultiSphereTraceByChannel

Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel

Target is Kismet System Library

MultiSphereTraceByProfile

Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that

Target is Kismet System Library

MultiSphereTraceForObjects

Sweeps a sphere along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.

Target is Kismet System Library

On Actor Begin Overlap

Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.

On Actor End Overlap

Called when another actor stops overlapping this actor.

On Actor Hit

Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

On Chaos Physics Collision

On Chaos Physics Collision

On Component Begin Overlap

Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.

will be adjusted to indicate force from the other object against this object.

On Component End Overlap

Event called when something stops overlapping this component

On Component Hit

Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

will be adjusted to indicate force from the other object against this object.

On Component Sleep

Event called when the underlying physics objects is put to sleep

On Component Wake

Event called when the underlying physics objects is woken up

Set Actor Enable Collision

Allows enabling/disabling collision for the whole actor

Target is Actor

Set Collision Enabled

Controls what kind of collision is enabled for this body

Target is Primitive Component

Set Collision Object Type

Changes the collision channel that this object uses when it moves

Target is Primitive Component

Set Collision Profile Name

Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting

Target is Primitive Component

Set Collision Response to All Channels

Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse

Target is Primitive Component

Set Collision Response to Channel

Changes a member of the ResponseToChannels container for this PrimitiveComponent.

Target is Primitive Component

Sphere Overlap Component

Perform a sphere overlap against a single component

Target is Primitive Component

Sphere Trace Component

Perform a sphere trace against a single component

Target is Primitive Component

SphereOverlapActors

Returns an array of actors that overlap the given sphere.

Target is Kismet System Library

SphereOverlapComponents

Returns an array of components that overlap the given sphere.

Target is Kismet System Library

SphereTraceByChannel

Sweeps a sphere along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel

Target is Kismet System Library

SphereTraceByProfile

Sweep a sphere against the world and return the first blocking hit using a specific profile

Target is Kismet System Library

SphereTraceForObjects

Sweeps a sphere along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.

Target is Kismet System Library

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