Do the "Probe Only" and "Query and Probe" options of the component CollisionEnabled property really work?

Hi everyone, recently I did some testing on the “Probe Only” and "Query and Probe "options of the CollisionEnabled property of the component. But they behave completely differently from what I understand them to be.

According to the editor’s interpretation of “Probe Only”, the Probe option turns the component into something similar to a trigger that can produce a collision event without affecting the performance of the collision.

However, in my tests, the component with “Probe Only” still collides with other simulated objects.

So do the “Probe Only” and "Query and Probe "options really work, or am I interpreting and using them wrong?

Did you figure out anything? I’m trying to figuring out what probe is used for after seeing the collision setting “Query and Probe (No Physics Collision)” and wondering how it’s different than “Query only(No Physics Collision)”

I saw a field in the SpringArmComp called ProbeChannel, but they could have called it TraceChannel it it would have made just as much sense.

TEnumAsByte<ECollisionChannel> ProbeChannel = ECC_Camera;

GetWorld()->SweepSingleByChannel(Result, ArmOrigin, DesiredLoc, FQuat::Identity, ProbeChannel, FCollisionShape::MakeSphere(ProbeSize), QueryParams);

Probe works just like Physics Only except it will not “Physically” interact with objects when colliding with them. Its great for generating Hit events for projectiles without having the projectile mess with the players movement.

With that being said, the ONLY way Probe can generate those Hit events is if you have the collision channel you want to collide with set to Block. Overlap might as well be labeled as Ignore if you are Probe Only.

Query And Probe will generate both Overlap AND Hit events along with being able to trigger from Overlap and Block responses. *Side note, Query and Probe DO NOT generate Hit Events if it collides with an Overlap, it will only generate an Overlay event. However, if you collide with a Block channel, it can generate both Overlap and Hit Events if I remember correctly.