(NEWBIE) why i do not have projectile setting available when i place a collision for my statis mesh

hi,
i have weird problem. I started blank project, migrated first person from another project into it. Now whenever i place a collision in blueprint for my static mesh, it does not has projectile setting available and my projectiles are bouncing off when everything else is just overlapping and i want projectiles also to overlap,

what i am missing?

Hey @Safwan_Khan_2022!

Projectile needs to be added as a custom collision object channel to your project.

Open Edit → Project Settings and in the search type “Collision”. You need to find “Collision channels” and add one with the +, name it projectile and give it default collision settings. :slight_smile:

Hope this helps!

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thanks this helped. the projectile is now overlap. But i have a question:
how just by adding a new object channel named “projectile” the unreal editor was able to know that let the projectile follow the setting for collision.
If i would have name this to something like “bullet”, it would have not work, am i right?

I’m not sure what you’re asking, however, it does not matter what you name the channel, you can name them 1,2,3,4 if you want! Though, that would get confusing so it’s good to use words that explain what it’s for. :slight_smile:

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i mean, how just by creating this class in project settings, my projectile is visible in collision and it is affecting projectile settings. i mean how unreal know that i made this new class for my projectile?

It doesn’t! It’s added to every collision channel’s list of collisions to test for, not exclusively your projectile. :slight_smile:

if it is added to everything, then if i select “custom” and allow my pawn to block and projectile to overlap, will it work? i mean the new class object i made in project settings, it will override all settings?

Well, it depends on what you mean there.
Ignore> Overlap > Block.
If one is set to Overlap and one is set to block, it overlaps.
The only way to get a full block is for them both to be set to block.

However, keep in mind that what you are looking at there is ONLY for the component you are setting it for. You can have a mesh and a collider and have them use different collision settings.

In your project settings, where you created your new Projectile channel, that is where you set Default settings. So you should not need to use custom. You should set your projectile’s collision profile to Projectile, and in the default settings have it overlap pawn. You can then select the other channels (such as pawn) and give them a default reaction to Projectile.

You may have to restart the engine to confirm your settings, as well.

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