How can I get a primitive components Collision Object Type

I am looking for the counterpart to the blueprint function Set Collision Object Type that takes a Primitive Component as a target.

Here’s why it would be super to have this. I have a game with a grappling hook.

Under Edit - Project Settings - Collision - Object Channels - I have created a New Object Channel named grapplePoint.

In my levels, I have marked many different components as grapple sites by going into the selected components Details - Collision - Collision Presets - and set the Object Type to grapplePoint

When aiming the grappling hook I do a LineTraceForObject and pass in an Object Types array with grapplePoint as the object type I am interested in.

This all works great. Another feature of the grappling hook is it can bounce off of other components in the world. The projectile movement component handles this, but if the hook bounces into a grapplePoint I would like the hook to stick to it instead of bouncing off.

On EventHi it would be nice to get the Collision Object Type from the hit component and to see if we have bounced into a grapplePoint.

So, is there any way to get a component’s Collision Object Type from a blueprint?

I don’t believe you can get the Collision Object Type.

Other options I came up with (maybe you already thought of all this, but anyway):

  • Set a Component Tag to all the Grapple Point Components, then on Event Hit check if the hit component contains the Tag:

  • Do a line trace on EventHit to the hit component, using the GrapplePoint Object Type.

  • Use an Interace called like GrapplePointObject and check if the Hit Actor implements it on EventHit.

  • Make GrapplePointActor.

Thanks for the suggestions. All good ideas.
Here’s the workaround I ended up using, in case it’s helpful to anyone.
I can’t get the Collision Object Type from the hit component, but I can GetCollisionProfileName. So in Edit-Project Settings - Collision - Preset add a new Collision Preset ( which in turn defines the Collision Object Type for the component to grapplePoint) and use that for my grapple site component’s Collision Preset. Close enough.