Custom Collision Channel

I have an Spawner Actor which consist in a box component, the gamemode will spawn there zombies. All is working perfectly, but the problem is that I don’t want the player to enter the spawner, the zombies are also pawns, so they share the same Collision Channel, I have created a custm one, and assigned it to the player, but then I have lost all the advantages using the pawn channel has, for example, I have to set manually to overlap the channel ECC_Character in the trigger volumes I have. Is there any way to do this without having to change every volume in my level?

I’m fairly new to UE, so please ignore me if this is nonsense. :smiley:

But the first thing I thought about was if it is possible to override the OnHit or OnBeginOverlap event of the Spawner and decide if it should block based on whether the OtherActor is a Player Actor or a Zombie Actor?

I have found the solution. Just go to DefaultEngine.ini and whenever it says (Name: “Pawn”, Response: “ECR_Ignore”), add your collision name and the same response. Do the same with the lines with Response: “ECR_Overlap”. Then in code just set the collision object type to your collision channel. Hope it helps

Nice. Thats easier than I thought. :slight_smile: