Break CollisionResponseContainer

Adds a node that breaks a 'CollisionResponseContainer' into its member fields

Break CollisionResponseContainer
Collision Response Container
World Static
World Dynamic
Pawn
Visibility
Camera
Physics Body
Vehicle
Destructible
Engine Trace Channel 1
Engine Trace Channel 2
Engine Trace Channel 3
Engine Trace Channel 4
Engine Trace Channel 5
Engine Trace Channel 6
Game Trace Channel 1
Game Trace Channel 2
Game Trace Channel 3
Game Trace Channel 4
Game Trace Channel 5
Game Trace Channel 6
Game Trace Channel 7
Game Trace Channel 8
Game Trace Channel 9
Game Trace Channel 10
Game Trace Channel 11
Game Trace Channel 12
Game Trace Channel 13
Game Trace Channel 14
Game Trace Channel 15
Game Trace Channel 16
Game Trace Channel 17
Game Trace Channel 18

Inputs

Collision Response Container
Collision Response Container Structure (by ref)

Outputs

World Static
ECollisionResponse Enum

Reserved Engine Trace Channels

Note - If you change this (add/remove/modify) you should make sure it matches with ECollisionChannel (including DisplayName) They has to be mirrored if serialized

World Dynamic
ECollisionResponse Enum

0

Pawn
ECollisionResponse Enum

1.

Visibility
ECollisionResponse Enum

2

Camera
ECollisionResponse Enum

3

Physics Body
ECollisionResponse Enum

4

Vehicle
ECollisionResponse Enum

5

Destructible
ECollisionResponse Enum

6

Engine Trace Channel 1
ECollisionResponse Enum

Unspecified Engine Trace Channels

Engine Trace Channel 2
ECollisionResponse Enum

8

Engine Trace Channel 3
ECollisionResponse Enum

9

Engine Trace Channel 4
ECollisionResponse Enum

10

Engine Trace Channel 5
ECollisionResponse Enum

11

Engine Trace Channel 6
ECollisionResponse Enum

12

Game Trace Channel 1
ECollisionResponse Enum

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)))

Game Trace Channel 2
ECollisionResponse Enum

14

Game Trace Channel 3
ECollisionResponse Enum

15

Game Trace Channel 4
ECollisionResponse Enum

16

Game Trace Channel 5
ECollisionResponse Enum

17

Game Trace Channel 6
ECollisionResponse Enum

18

Game Trace Channel 7
ECollisionResponse Enum

19

Game Trace Channel 8
ECollisionResponse Enum

20

Game Trace Channel 9
ECollisionResponse Enum

21

Game Trace Channel 10
ECollisionResponse Enum

22

Game Trace Channel 11
ECollisionResponse Enum

23

Game Trace Channel 12
ECollisionResponse Enum

24

Game Trace Channel 13
ECollisionResponse Enum

25

Game Trace Channel 14
ECollisionResponse Enum

26

Game Trace Channel 15
ECollisionResponse Enum

27

Game Trace Channel 16
ECollisionResponse Enum

28

Game Trace Channel 17
ECollisionResponse Enum

28

Game Trace Channel 18
ECollisionResponse Enum

30