Collision settings for components

How does setting the collision of an actor affect the collision of attached components?

Let’s say there is an actor A which has a mesh M (the root component) and a box component B (attached to root M).

If the mesh M is set to have no collision and the box B to have collisions for only pawns, does changing the collision setting for actor A to block all dynamic override the settings for M and B?

What if the actor A is set to overlap all dynamic and then B is set to block only pawns, does B override A? Does anything change for M?

Hey @volumetrix!

Collision settings of the parent doesn’t override the child’s.

Here’s a nice example! You can have the capsule component of a character block everything except for the pawn class, and have the mesh block everything. That way, the player character (or any other pawn) still can’t phase through the character but can get inside its capsule component, while normally there’d be a big gap between the two meshes.

Hope this answers your question :smiling_face_with_three_hearts:

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