可见Collision是碰撞发生的条件检测和函数回调，是PhysicsSimulate的前提条件。 附上官方解释https://docs.unrealengine.com/latest/INT/Engine/Physics/Collision/index.html?utm_source=editor&utm_medium=docs&utm_campaign=doc_anchors Collision Presets These are a collection of presets for the Collision Responses below. There is an INI file you can edit to change or add profiles. To edit anything below this point, you need to set this to “Custom…” Collision Enabled The 3 settings in here are as follows: No Collision - No collision is performed against this object, neither trace nor physics. No Physics Collision - This body is only used for raycasts, sweeps, and overlaps. Collision Enabled - This body is used for physics simulations and collision queries. Object Type This defines what the object should be considered when it moves. It has more to do with the interactions you see below than it does with defining an object as static or dynamic.
Collision Responses This sets all the collision responses below to the value checked. So if you check “Block” here, all of the rows below will also check “Block.” Trace Responses These define how an object should behave when interacting with a trace (usually just done with a ray cast). An object can choose to Block, Overlap, or simply Ignore a trace from the given source. There is no difference in the default trace responses except for their names. In code or Blueprint, you can use either for tracing a ray cast from one thing to another. But, for organization of traces, they should be used as their name implies. The default responses for Trace Responses are: Visibility - Trace from one location to another, if an object that blocks this type of trace is in the way, the trace is blocked. Camera - Exactly the same as Visibility, but should be used for setting when tracing from the camera. Object Responses An object can choose to Block, Overlap, or simply Ignore an object it is interacting with. The default responses for Object Responses are: WorldStatic - Volumes and world geometry should be WorldStatic. WorldDynamic - Moving Actors outside of Pawns, PhysicsBodies, Vehicles, and Destructible Actors. Like an elevator. Pawn - Characters. PhysicsBody - Any physics object that is or can be simulated in the world. Vehicle - A good response to have so you can have Pawns jump into them. Destructible - Destructible Actors.