Profiles
Profiles can be created in a unlimited amount, so be free to use it at anytime a specific “thing” with a specific set of collisions rules exists more than once.
Collision rules
The Engine takes the lowest collision rule.
Example
If i got 2 object types, ObjectA and ObjectB. ObjectA wants to block ObjectB, but ObjectB ignores ObjectA : then both can overlap, because Ignore is lower than Block.
Custom ignore
Like traces you can give a list of actors/components to ignore to any UPrimitiveComponent
. There is also a custom mask system.
Resources & tips
Some small optimization tip
When you set a channel/object type to be IGNORE/OVERLAP/BLOCK this will change how the underlying physic system will register and by doing so, increase the amount of checks (and of course a lot of other stuff). If you set something to be IGNORED, you will save some performance (how much? I don’t know)