Understanding why collision only succeeds when using Box Collision

In my prototype I have a static mesh Pawn (white sphere) and a static mesh Actor (red cube). When the two objects collide, the red cube is destroyed. I have a basic question about why this works.

Initially I tried setting the white sphere and red cube to both have the Overlap All Dynamic collision preset. However, surprisingly this did not trigger an overlap event. The solution was to add a Box Collision component on the red cube. What’s confusing is that the red cube Static Mesh component and the red cube’s Box Collision component have the same collision preset (Overlap All Dynamic), so it’s not clear why the collision component was needed.

My question is why was the Box Collision component needed to detect overlap? It seems it should have worked with just the red Static Mesh component.

View of Pawn (white) and Actor (red):

Blueprint for red cube Actor:

Pawn collision settings (white sphere):

Static Mesh component collision settings (red cube):

Box Collision component collision settings (red cube):

In fact, it would work even better if they both had collision volumes. Because then you really would have overlap. If all you have it two meshes meeting, technically you can’t get overlap.

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@ClockworkOcean Thanks, I’ll add a Box Collider to the Pawn as well.

Can you explain why static meshes have Collision Presets if they cannot collide without associated Box (or other) Collider?

That is for when they collide with something else ( that does have a volume ) :slight_smile:

If you want the actual meshes hitting each other, then that’s ‘hit’ management ( is uses on hit nodes ).

OK got it :slight_smile: That answers my question.

Regarding your other point about hit management and hit nodes, I’m not sure what you mean. Do you mean break hit? Can you clarify?

Rather than looking at overlaps you would need to look at hits

image

That would be things like projectiles. But from what you have here, it sounds like collision is what you want.

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OK yes, that makes sense. The hit result is alternative to overlaps. Thanks again.

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