Hi guys. it is possible to disable or ignore collision between 2 objects?
Hey @andrewdemi!
Are you asking for two SPECIFIC objects? Or just " don’t interact with characters" etc?
Get back to us with a little more description, and we’ll see what you need to do for your use case! But yeah, ignoring collision is one of the three basic settings on collision response vs any channel: Ignore, Overlap, and Block. ![]()
It is, for whatever you need you can look up and set up custom collision channels and use those on the objects.
It depends what you want. If you want other objects to be able to pass through a specific object, just click on it in the Viewport and, in Details, search for Collision. Expand the list if necessary, look for Collision Presets, and Select “No Collision”.
i have my character and a thing he picks up, i want both the thing and the character to interact with the world, but when they both have a collision it doesn’t work correctly
everything became clear with the collision, just set “ignore pawn”, but at the same time when I take an object in my hand I use “attach actor to component” node. This node removes the collision from my object and it passes through walls. The only thing people suggest about this is to create a skeletal mesh and use physics body for collision, but is there really no way to calculate collision for both the parent and the attached object using “attach actor to component” node?
There is, but let me re-elaborate with what I do know works.
You make a ball. The actor picks up the ball. You want the actor to be unable to swing the ball through a door frame via collision while said ball is attached to his hand (or you at least want the ball to react and fall off).
This is 100% possible - you attach the ball as a child actor, then the actor that is attached as a child actor has access to do whatever it needs internally like if it ware (which it is) an actor himself.
Actor in engine is used for almost anything that is on the scene, it’s not exclusive to characters and does not imply the existence of a skeletal mesh or anything particular. You have skeletal mesh actors, static mesh actors, instanced actors contained by an actor with an hism component etc.
Regadless, you just need to figure out the proper way to attach the item.
With that - you need the proper collision channels so that A ignores B but both A and B respond accordingly to other objects.
You need A to ignore B, or when you attach B to A, A is gojng to freak out and explode or twitch because of what essentially becomes “self collision".
A in this scenario can be either the Character because of its capsule - or the skeletal mesh itself because of its PHAT asset definition.
So you need to account for both when setting up your custom collision channels.
At the same time - when picking up a ball you want the player to detect the ball - so you need to change the ball’s collision channel before you attach it.
