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UE4 Collision Response Reference

2016年09月23日 00:29:13817240

Collision Response Reference

There are a large number of properties and settings in the Collision Presets/Collision Response section of the Collision Properties category, so they've been separated out for clarity.

Properties

Below are the properties for the Collision Presets, a sub-category in the Collision Properties on Physics Bodies (BodyInstances).

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Collision Presets

PropertyUE4 Collision Response Reference UE4教程 第2张Description
Collision Presets

The default collision profiles and any you have created in Project Settings -> Engine ->Collision -> Preset (see: []() for information on creating custom collision profiles), will appear here.

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Custom...Set all custom collision settings for this instance.
NoCollisionNo Collision.
BlockAllWorldStatic object that blocks all actors by default. All new custom channels will use its own default response.
OverlapAllWorldStatic object that overlaps all actors by default. All new custom channels will use its own default response.
BlockAllDynamicWorldDynamic object that blocks all actors by default. All new custom channels will use its own default response.
OverlapAllDynamicWorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response.
IngoreOnlyPawnWorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.
OverlapOnlyPawnWorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default.
PawnPawn object. Can be used for capsule of any playable character or AI.
SpectatorPawn object that ignores all other actors except WorldStatic.
CharacterMeshPawn object that is used for Character Mesh. All other channels will be set to default.
PhysicsActorSimulating actors.
DestructibleDestructible actors.
InvisibleWallWorldStatic object that is invisible.
InvisibleWallDynamicWorldDynamic object that is invisible.
TriggerWorldDynamic object that is used for trigger. All other channels will be set to default.
RagdollSimulating Skeletal Mesh Component. All other channels will be set to default.
VehicleVehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.
UIWorldStatic object that overlaps all actors by default. All new custom channels will use its own default response.
Collision Enabled

Collision Enabled can have 4 possible states as listed below.

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No CollisionNo collision is enabled for this body.
Query OnlyThis body is used only for collision queries (raycasts, sweeps, and overlaps).
Physics OnlyThis body is used only for physics collision.
Collision EnabledThis body interacts with all collision (Query and Physics).
Object Type

Enum indicating what type of object this should be considered as when it moves.

These are arbitrary, but should be set in accordance to what the Physics Body will be doing.

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WorldStaticThis should be used for any Actor that doesn't move. Static Mesh Actors are a good example of an Actor that will probably have a WorldStatic type.
WorldDynamicWorldDynamic is for Actor types that will be moving under the influence of animation or code; kinematic. Lifts and doors are good examples of WorldDynamic Actors.
PawnAny player controlled entity should have the Pawn type. The player's character is a good example of an Actor that should receive the Pawn Object Type.
PhysicsBodyAny Actor that will be moving due to the physics simulation.
VehicleVehicles receive this type by default.
DestructibleDestructible Meshes receive this by default.
Collision Responses

These define how this Physics Body should interact with all of the other types of Trace and Object Types. Remember, it's the interaction between both Physics Bodies that define the resulting action, so the Object Type and Collision Responses of both Physics Bodies matter.

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IgnoreRegardless of the Collision Response of the other Physics Body, this Physics Body will ignore the interaction.
OverlapIf the other Physics Body is set to Overlap or Block this Physics Body's Object Type, an Overlap Event can occur.
BlockIf the other Physics Body is set to Block this Physics Body's Object Type, a Hit Event can occur.
Trace Responses

Trace responses are used in Traces (ray casts), such as the Blueprint Node Line Trace by Channel.

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VisibilityGeneral visibility testing channel.
CameraUsually used when tracing from the camera to something.
Object Responses
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WorldStaticHow this Physics Body should react when interaction with a WorldStatic Physics Body Object Type.
WorldDynamicHow this Physics Body should react when interaction with a WorldDynamic Physics Body Object Type.
PawnHow this Physics Body should react when interaction with a Pawn Physics Body Object Type.
PhysicsBodyHow this Physics Body should react when interaction with a PhysicsBody Physics Body Object Type.
VehicleHow this Physics Body should react when interaction with a Vehicle Physics Body Object Type.
DestructibleHow this Physics Body should react when interaction with a Destructible Physics Body Object Type.
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