The weird behaviour of custom collision presets, possible bug?


Here is the collision profile of my character mesh, as you can see it will block “world dynamic” object and two of my custom objects type"ProjectileMesh" and “ProjectilePawnDetect”.

Here is the my custom collision profile “projectilePawnDetect”, it is assign to a collision sphere to trigger overlap event when overlapping with pawn and physics body only. Notice its object type is set to my custom object type “ProjectilePawnDetect”. This setup will cause the projectile pass right through the character without triggering overlap event. If I change the object type within the same profile to “WorldDynamic” however, the overlapping event trigger without issue.

As far as the character mesh’s collision is concerned, “WorldDynamic” and “ProjectilePawnDetect” should be the treated as the same, they will all be blocked. Without changing any other settings on the projectile, just change the collision profile 's object type is somehow enough to produce different behaviours. I wonder if anyone has encountered similar issue or have any insight that willing to share?

The reason might be in the default response settings for your custom object layers
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Thanks for the reply. By playing with default behaviour setting I find out that the collision sphere is detecting the player capsule all these time ( because it is bigger that player mesh of course), the reason that setting object type to “WorldDynamic” worked before is because it is the player capsule that is set to blocking “WorldDynamic” object only and my player skeletal mesh collision setting was just ignored. I will mark this as solved and thanks you again for your time.

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