Custom collision channel not working in cooked game

Hi there,
I have created a custom object channel (‘Projectile’) via the project settings. Some actor’s collision is set to ignore the Projectile channel, and it works like expected in PIE.

The problem is, in the cooked game, the Projectiles get blocked by this actors, even if they ignored them in PIE, as they should.

Why is this happening?

What build are you using? We had a bug with not saving the new channel properly (not to default setting) and I wonder this was caused by that. that was fixed for 4.3.
You can verify if the new channel is in DEFAULTGAME.INI file or it’s in Saved folder GAME.INI file.

Thanks,

–Lina,

I am using 4.3.
defaultgame.ini contains only ‘GeneralProjectSettings’ and ‘ProjectPackingSettings’, no collision channels.
Also game.ini in Saved/Config/CleanSourceConfigs folder contains no collision channels.
The game.ini in Saved/Config/Windows folder is empty.

I fixed the problem by analyzing the ‘DefaultEngine.ini’ of the First Person Template (There is a custom Collision Channel).

What i found:
[/Script/Engine.CollisionProfile]
+Profiles=(Name=“Projectile”,CollisionEnabled=QueryOnly,ObjectTypeName=“Projectile”,CustomResponses=,HelpMessage=“Preset for projectiles”,bCanModify=True)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name=“Projectile”,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False)
+EditProfiles=(Name=“Trigger”,CustomResponses=((Channel=Projectile, Response=ECR_Ignore)))

In the ‘DefaultEngine.ini’ where no custom channels, even though I added some in the Project Settings.

I added them manually, like the snippet from the First Person Template, and now it works. :slight_smile: