Collision preset filtering for UEFN characters versus NPC

Hello, I’m looking to see if anyone has any idea how to setup an invisible barrier that overlaps player character collision but not NPC’s. Specifically my testing is with TWD Universe Walker NPC’s on UEFN.

My research on this topic shows I should be able to use something like PhysicsActor for the collision preset on my NPC’s theoretically avoiding any Pawn oriented collision filter (established on the barrier).

Is my understanding of this system correct? [i.e. class type sets collision context?]

I have tried several other combinations of collision filter preset’s to no avail. Specifically of note is the FortAIPawnCapsule preset which seems to be for such cases.

Adding the NPC to the ignore list for the barrier device doesn’t seem to work either (I’ve read adding any NPC to the ignore list should ignore all NPC’s however this behavior is not reflected during my testing).

For clarity the goal is to make NPC’s able to traverse an area that players cannot traverse through via an invisible wall filter of sorts.

You can create a custom Trace channel, and a custom preset that interacts with whatever channel you like. So you Create a new Trace Channel PlayerBlocker and then set your player to block this channel, and any object you want to block the player also blocks this channel. You can set how each preset interacts with your new trace channel too.

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This is locked down in UEFN it seems unless I’m misunderstanding or something.

Ah okay, that makes sense, unfortunately i am not experienced with UEFN so i was working with how it works in Unreal, makes sense that they would prevent custom trace channels, but its still odd that they wont let you customize the presets so you can create items that only block custom channels