# Setting asset collision presets via Editor Utility Widget

**URL:** <https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956>\
**Category:** Editor Scripting\
**Tags:** Editor-Utility, unreal-engine, Collision, question\
**Created:** [May 28, 2026, 3:37pm UTC](https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956 "2026-05-28T15:37:34Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![faraz94](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@faraz94](https://forums.unrealengine.com/u/faraz94)\
**Post date:** [May 28, 2026, 3:37pm UTC](https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956/1 "2026-05-28T15:37:34Z")

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Hey all, I’d like to make a tool that sets the collision profile of selected static mesh assets in the Content Browser. (It can be done via Property Matrix but I’m making collision tools and it would be nice to have this also in the widget.)

At the moment the only node I can find is Set Collision Profile Name, which only accepts a component and not static mesh assets.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/a/f/6af104e47068b6ac485ab09a2237b7ec2abd9f83.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/c/d/2cd4e5aa0f6eda400bcfef260b54dd04a7dd5572.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/8/a/f8a4f064e352eec0ff7d2a5d74a25ba3e578858f.png)

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**Author:** ![Vahab](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/vahab/32/1148756_2.png) [@Vahab](https://forums.unrealengine.com/u/Vahab)\
**Post date:** [May 30, 2026, 9:22am UTC](https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956/2 "2026-05-30T09:22:40Z")

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You found the right node, but you need to feed the **`Collision Profile Name`** with the name of the collision profile you desired. Technically, a collision profile is an FName type, but in the editor, you can see it through the drop-down list. unfortunately, it is not exposed to Blueprint.

My suggestion is to create a list of all the existing collision profile in an **Enum** and use it in your Editor Widget. you can find the list in the **`Project Settings → Collision`**

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/5/0/a50e83bb109b328716cf08784bc6c8a550ce26ca.png)
