# Proper Collision/Physics Settings for Skeletal Mesh, and Physics Asset

**URL:** <https://forums.unrealengine.com/t/proper-collision-physics-settings-for-skeletal-mesh-and-physics-asset/45525>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [October 23, 2015, 3:11pm UTC](https://forums.unrealengine.com/t/proper-collision-physics-settings-for-skeletal-mesh-and-physics-asset/45525 "2015-10-23T15:11:36Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Jerry.Richards](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Jerry.Richards](https://forums.unrealengine.com/u/Jerry.Richards)\
**Post date:** [October 23, 2015, 4:46pm UTC](https://forums.unrealengine.com/t/proper-collision-physics-settings-for-skeletal-mesh-and-physics-asset/45525/5 "2015-10-23T16:46:24Z")

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mrooney, I suspect the projectile may be going a little fast, and I can certainly turn on CCD. Is that for the projectile itself?

Forgive me, but I’m mid stream in making changes to my code. Previously I followed along with this walkthrough:

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>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

taking parts that were related to me. One area I wanted to get away from is the inclusion and construction of the collision component. Is that possible?

```auto

.h
    UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
    USphereComponent* CollisionComp;

.cpp
        CollisionComp = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(this, TEXT("SphereComp"));
        CollisionComp->InitSphereRadius(15.0f);
        RootComponent = CollisionComp;

```

Is it possible to assign the collision component in the BP editor, and search for it in code? I’m looking for a way to add my own event handler to the collision component without being tied to a specific type of collision component:

```auto

        CollisionComp->OnComponentHit.AddDynamic(this, &AMyProjectile::OnHit);

```

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