unreal.CollisionResponseContainer

class unreal.CollisionResponseContainer(world_static=CollisionResponseType.ECR_BLOCK, world_dynamic=CollisionResponseType.ECR_BLOCK, pawn=CollisionResponseType.ECR_BLOCK, visibility=CollisionResponseType.ECR_BLOCK, camera=CollisionResponseType.ECR_BLOCK, physics_body=CollisionResponseType.ECR_BLOCK, vehicle=CollisionResponseType.ECR_BLOCK, destructible=CollisionResponseType.ECR_BLOCK, engine_trace_channel1=CollisionResponseType.ECR_IGNORE, engine_trace_channel2=CollisionResponseType.ECR_BLOCK, engine_trace_channel3=CollisionResponseType.ECR_BLOCK, engine_trace_channel4=CollisionResponseType.ECR_BLOCK, engine_trace_channel5=CollisionResponseType.ECR_BLOCK, engine_trace_channel6=CollisionResponseType.ECR_BLOCK, game_trace_channel1=CollisionResponseType.ECR_BLOCK, game_trace_channel2=CollisionResponseType.ECR_BLOCK, game_trace_channel3=CollisionResponseType.ECR_BLOCK, game_trace_channel4=CollisionResponseType.ECR_BLOCK, game_trace_channel5=CollisionResponseType.ECR_BLOCK, game_trace_channel6=CollisionResponseType.ECR_BLOCK, game_trace_channel7=CollisionResponseType.ECR_BLOCK, game_trace_channel8=CollisionResponseType.ECR_BLOCK, game_trace_channel9=CollisionResponseType.ECR_BLOCK, game_trace_channel10=CollisionResponseType.ECR_BLOCK, game_trace_channel11=CollisionResponseType.ECR_BLOCK, game_trace_channel12=CollisionResponseType.ECR_BLOCK, game_trace_channel13=CollisionResponseType.ECR_BLOCK, game_trace_channel14=CollisionResponseType.ECR_BLOCK, game_trace_channel15=CollisionResponseType.ECR_BLOCK, game_trace_channel16=CollisionResponseType.ECR_BLOCK, game_trace_channel17=CollisionResponseType.ECR_BLOCK, game_trace_channel18=CollisionResponseType.ECR_BLOCK)

Bases: unreal.StructBase

Container for indicating a set of collision channels that this object will collide with.

C++ Source:

  • Module: Engine
  • File: EngineTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • camera (CollisionResponseType): [Read-Write] 3

  • destructible (CollisionResponseType): [Read-Write] 6

  • engine_trace_channel1 (CollisionResponseType): [Read-Write] Unspecified Engine Trace Channels

  • engine_trace_channel2 (CollisionResponseType): [Read-Write] 8

  • engine_trace_channel3 (CollisionResponseType): [Read-Write] 9

  • engine_trace_channel4 (CollisionResponseType): [Read-Write] 10

  • engine_trace_channel5 (CollisionResponseType): [Read-Write] 11

  • engine_trace_channel6 (CollisionResponseType): [Read-Write] 12

  • game_trace_channel1 (CollisionResponseType): [Read-Write] 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_channel10 (CollisionResponseType): [Read-Write] 22

  • game_trace_channel11 (CollisionResponseType): [Read-Write] 23

  • game_trace_channel12 (CollisionResponseType): [Read-Write] 24

  • game_trace_channel13 (CollisionResponseType): [Read-Write] 25

  • game_trace_channel14 (CollisionResponseType): [Read-Write] 26

  • game_trace_channel15 (CollisionResponseType): [Read-Write] 27

  • game_trace_channel16 (CollisionResponseType): [Read-Write] 28

  • game_trace_channel17 (CollisionResponseType): [Read-Write] 28

  • game_trace_channel18 (CollisionResponseType): [Read-Write] 30

  • game_trace_channel2 (CollisionResponseType): [Read-Write] 14

  • game_trace_channel3 (CollisionResponseType): [Read-Write] 15

  • game_trace_channel4 (CollisionResponseType): [Read-Write] 16

  • game_trace_channel5 (CollisionResponseType): [Read-Write] 17

  • game_trace_channel6 (CollisionResponseType): [Read-Write] 18

  • game_trace_channel7 (CollisionResponseType): [Read-Write] 19

  • game_trace_channel8 (CollisionResponseType): [Read-Write] 20

  • game_trace_channel9 (CollisionResponseType): [Read-Write] 21

  • pawn (CollisionResponseType): [Read-Write] 1.

  • physics_body (CollisionResponseType): [Read-Write] 4

  • vehicle (CollisionResponseType): [Read-Write] 5

  • visibility (CollisionResponseType): [Read-Write] 2

  • world_dynamic (CollisionResponseType): [Read-Write] 0

  • world_static (CollisionResponseType): [Read-Write] 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

camera

(CollisionResponseType) – [Read-Only] 3

destructible

(CollisionResponseType) – [Read-Only] 6

dynamic

deprecated – ‘dynamic’ was renamed to ‘world_dynamic’.

engine_trace_channel1

(CollisionResponseType) – [Read-Only] Unspecified Engine Trace Channels

engine_trace_channel2

(CollisionResponseType) – [Read-Only] 8

engine_trace_channel3

(CollisionResponseType) – [Read-Only] 9

engine_trace_channel4

(CollisionResponseType) – [Read-Only] 10

engine_trace_channel5

(CollisionResponseType) – [Read-Only] 11

engine_trace_channel6

(CollisionResponseType) – [Read-Only] 12

game_trace_channel1

(CollisionResponseType) – [Read-Only] 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_channel10

(CollisionResponseType) – [Read-Only] 22

game_trace_channel11

(CollisionResponseType) – [Read-Only] 23

game_trace_channel12

(CollisionResponseType) – [Read-Only] 24

game_trace_channel13

(CollisionResponseType) – [Read-Only] 25

game_trace_channel14

(CollisionResponseType) – [Read-Only] 26

game_trace_channel15

(CollisionResponseType) – [Read-Only] 27

game_trace_channel16

(CollisionResponseType) – [Read-Only] 28

game_trace_channel17

(CollisionResponseType) – [Read-Only] 28

game_trace_channel18

(CollisionResponseType) – [Read-Only] 30

game_trace_channel2

(CollisionResponseType) – [Read-Only] 14

game_trace_channel3

(CollisionResponseType) – [Read-Only] 15

game_trace_channel4

(CollisionResponseType) – [Read-Only] 16

game_trace_channel5

(CollisionResponseType) – [Read-Only] 17

game_trace_channel6

(CollisionResponseType) – [Read-Only] 18

game_trace_channel7

(CollisionResponseType) – [Read-Only] 19

game_trace_channel8

(CollisionResponseType) – [Read-Only] 20

game_trace_channel9

(CollisionResponseType) – [Read-Only] 21

pawn

(CollisionResponseType) – [Read-Only] 1.

physics_body

(CollisionResponseType) – [Read-Only] 4

rigid_body

deprecated – ‘rigid_body’ was renamed to ‘physics_body’.

static

deprecated – ‘static’ was renamed to ‘world_static’.

vehicle

(CollisionResponseType) – [Read-Only] 5

visibility

(CollisionResponseType) – [Read-Only] 2

world_dynamic

(CollisionResponseType) – [Read-Only] 0

world_static

(CollisionResponseType) – [Read-Only] 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