Collision Setup
Physics & SimulationCollision system: primitives, channels, presets, overlap events, blocking behavior, and line/shape traces for interaction detection.
/skill collision-setup What This Skill Does
Collision Setup helps you configure how objects detect and interact with each other in Unreal Engine. From physical blocking that stops characters from walking through walls, to trigger volumes that detect when a player enters an area, to raycasts that determine what a weapon is aiming at, this skill covers the full collision system. You will learn to work with collision primitives, configure channels and presets for fine-grained filtering, set up overlap events for trigger zones, and use line and shape traces for precise interaction detection.
Covers
- Collision primitive types: box, sphere, capsule, convex hull, and complex mesh collision
- Collision channels and object types for categorizing actors
- Collision presets and custom profiles for response matrices
- Overlap vs. Block vs. Ignore collision responses
- Line traces (raycasts) and shape traces (sweeps) for detection
- Collision filtering and per-channel response customization
- Trigger volumes and overlap event setup
- Debug visualization for collision shapes and traces
Does Not Cover
- Physics simulation (gravity, forces, constraints) → Physics Fundamentals
- AI navigation mesh → AI Navigation
- Damage system implementation → Blueprint Basics
- Destructible mesh collision → Destruction System
How to Use
Invoke this skill in Claude Code:
/skill collision-setup This skill is also auto-detected when your prompt mentions collision, overlap, trace, raycast, hit detection, blocking, channels, or line traces. AgentUX will automatically activate Collision Setup when it recognizes relevant context in your request.
Key Unreal Engine Concepts
| Concept | Description |
|---|---|
UShapeComponent | Base class for collision shape components (box, sphere, capsule) used as collision primitives on actors. |
ECollisionChannel | Enumeration of collision channels: WorldStatic, WorldDynamic, Pawn, PhysicsBody, Visibility, Camera, and up to 18 custom channels. |
ECollisionResponse | Defines how a component responds to a channel: Block (physical stop), Overlap (detection only), or Ignore (no interaction). |
FHitResult | The result structure from trace queries containing impact point, normal, distance, hit actor, hit component, and bone name. |
Collision Presets | Pre-configured collision profiles such as NoCollision, BlockAll, OverlapAll, Pawn, and Trigger that simplify response configuration. |
LineTraceSingleByChannel | Casts an invisible line between two points and reports the first blocking hit, commonly used for weapon aiming and visibility checks. |
Related Skills
blueprint-basics
Visual scripting, event graphs, and gameplay logic patterns
physics-fundamentals
Chaos physics engine: rigid bodies, forces, constraints, and ragdoll
ai-navigation
Navigation mesh setup and AI pathfinding
What You'll Learn
- How to choose the right collision primitive for different actor types
- How to configure collision channels and custom profiles for precise filtering
- How to set up trigger volumes with overlap events for area-based detection
- How to use line traces and shape traces for weapon aiming, interaction, and visibility checks
- How to debug collision issues using viewport visualization and console commands
- Best practices for collision performance: when to use simple vs. complex collision