Control Rig Physics - Collision Channels

I’m testing out Control Rig physics at the moment and noticed that the Physics Solver has collision “types”: All,Static,Dynamic,None. These seem to be the only available settings for collision which can result in some undesired collisions at runtime.

For example, if you place a box collision for the purposes for tracing only, even when set to a custom object type + query only + block a single trace channel. This box collision will still collide with anything simulated via control rig physics.

Is this intended behaviour? I’ve been unable to find a work around to this.

everything in the engine should work directly with custom collision channels you set up.
If it does not, if you se up channels and they do not appear, immediately file a bug report because someone at epic did something wrong.

What you aren’t supposed to do is to custom flag channels by overriding their collision options.

That does not seem to be the case for Control Rig Physics. As it does not expose the normal/default channels as I mentioned. I’d like to see if anyone else has run into this issue before jumping the bug gun. It’s definitely not working as intended but control rig physics itself is still fairly new/experimental, it literally has nodes/functions with comments like “TODO” and those nodes don’t even work. This is in 5.7 fyi.

Bump. Upon further use of the Control Rig Physics plugin, it seems like collision caused/detected by CR is entirely separate to the normal collision within the engine. Simple test case:

One character with an animation blueprint + control rig node, using a control rig that applies control rig physics. Another standard character, no control rig, the third person character will do. Therefore it’s source of collision should be it’s physics asset.

If you then collide these two characters together, it will look fine until you realise that the collision shapes/bodies for the second character are coming from somewhere other than the physics asset. Simply delete all but one body from the physics asset and re-test. Observe no change. I think it’s reading the skeletal mesh itself? Hard to say, but I have reported the initial issue as a bug.

Can ignore me. The above issue I described was just the original bug where my control rig physics sim was interacting with a disabled/no collision character capsule. This initial bug appears to be fixed in 5.8