Is there a difference between Collision Object Types?

Is the engine treating them differently under the hood, aside from taking into account their collision preset settings?

And if so, what if you make a custom collision object type, but you still want it to be treated as a Physics Body, for example. Will setting its collision preset exactly as the Physics Actor’s be enough?

The tooltip says “What type of object this should be considered as when it moves“, but that’s so vague.

Short answer: aside from the character capsule, the collisions are all the same, differing only by their settings/presets. If you manually set collision settings for a custom type, which are identical to a preset, you’ve just reinvented the wheel–they’re the same.

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