Collision Commander is a single dockable editor panel that shows you the complete collision picture for your project all the time, always live, in one place. UE's collision configuration is spread across Project Settings, Detail panels, and per-component properties. There is no built-in view that shows you how everything relates. As projects grow, presets drift, channels fill up, and collision bugs become expensive to find. Collision Commander fixes that.
What's inside
Collision Matrix An N×N grid of every preset in your project vs every other preset. Every cell resolves to Block (red), Overlap (yellow), or Ignore (grey). UE built-in presets and custom presets are visually separated. Hover any cell to see both contributing responses — A's response to B's object type, and B's to A's. The matrix reads directly from UCollisionProfile and updates live whenever Project Settings change. A manual refresh button is also available.
Actor Compare Select a primary preset, then build a list of presets to compare it against. See every interaction in a single focused view instead of checking pairings one at a time. Each row shows the resolved result, the individual A→B and B→A responses, and an inline warning if an Overlap result requires Generate Overlap Events to be enabled on both actors.
Experiment Mode A what-if sandbox. Override any channel response value and watch the matrix update live to show exactly how that change would affect every interaction in your project. Cells that differ from the real project state are highlighted so the diff is always visible. Experiments are completely ephemeral and never touch Project Settings unless you explicitly press Commit.
Validation Ten built-in rules catch common collision misconfigurations automatically. Checks include custom channel budget warnings, duplicate presets, presets that ignore WorldStatic (your dynamic actors will fall through the floor), asymmetric Block/Ignore pairs, overlap event mismatches, and more. Validation runs on every refresh and after every experiment commit. Each rule is individually toggleable in plugin settings.
How to open the Panel : Window -> CollisionCommander
Technical details
Engine versions: 5.3, 5.4, 5.5, 5.6, 5.7
Platforms: Windows 64-bit (Editor only)
Project type: C++ and Blueprint-only projects both fully supported
Module type: Editor. This does not ship with your game build
No third-party runtime dependencies — uses only UE built-in APIs
Support:
email: support@paracosm.gg
docs: https://www.paracosm.gg/collision-commander/
Version history
1.0 — Initial release. Collision Matrix, Actor Compare, Experiment Mode, and Validation. Everything you need to simplify collision.
Made with <3 by a game dev just like you.