What does QueryAndPhysics do?

Hi there! I try to understand what does QueryAndPhysics means in collision, and what kind of impact does it have on objects? Try to read the UE documentation, but it is very confusing.

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Simply,
Query is for things like Line Traces, Overlaps etc.
Physics is for Physics Simulations.

Here’s the explanation provided in the Docs

No Collision → This body Will have no representation in the physics engine. It cannot be used for spatial queries (raycasts, sweeps, overlaps) or simulation (rigid body, constraints). This setting gives the best performance possible, especially for moving objects.

Query Only → This body is used only for spatial queries (raycasts, sweeps, and overlaps). It cannot be used for simulation (rigid body, constraints). This setting is useful for character movement and objects that do not need physical simulation. Some performance gains are made by reducing the data in the physics simulation tree.

Physics Only → This body is only for physics simulation (rigid body, constraints). It cannot be used for spatial queries (raycasts, sweeps, overlaps). This setting is useful for simulated secondary motion on characters that do not need per bone detection. Some performance gains are made by reducing the data in the query tree.

Collision Enabled → This body can be used for both spatial queries (raycasts, sweeps, overlaps) and simulation (rigid body, constraints).

But why two primitives set to Querry Only and Block each other don’t let one to pass through another? Shouldn’t physics simulation be responsible for “passability”?