No additional steps are necessary. After creating a channel, one gets to choose the default behaviour - Ignore / Overlap / Block, which can then be overridden on per component basis. What you’re showing and describing here should work as is. Perhaps it’s time to look for the culprit elsewhere.
If I trace with the visibility channel, everything works fine. But if I trace with a custom channel that I added, it acts as if its not even performing the trace. I get no results and it doesn’t even draw the debug line. All the scenery is set to block my custom channel. I’ve tried several different types of traces with the channel and none work. Is there another step to allow tracing by a custom channel after you create it?
First I tried get hit result under cursor by channel. It worked with visibility but not with my custom channel. I didn’t know why so then I used a regular trace by channel to get what was under the cursor and see the debug line. I thought the problem was the trace wasn’t hitting my objects for some reason. But then when I used the regular trace with the debug line, there was no line at all, like it was just refusing to do the trace. If I just use two set vectors for the start and the end trace, same result. I think I’m just going to trace for objects if I can’t find a solution to this.
My custom channels also work weird. I cant’t make reliable trace with them, but when i change line trace channel for VISIBILITY the same blueprint works just fine. And also when i change Trace response of the of custom trace channel of the ground mesh (just a square plane) from block to ignore objects stat to fall through the ground.
So now im thinking of deleting my custom trace channels and work with custom objects collisions
I encountered the same issue, and it seems that something is wrong with the collision preset when it is specified ad-hoc, using the “Custom…” in the Details panel of the static mesh. If you re-create exactly the same preset in “Edit” → “Project Settings” → “Engine” → “Collisions” and apply the preset to the static mesh, it suddenly starts working. I have no idea why, but it looks like an engine bug to me.
The reason you can’t trace with a custom channel may depend on a few possible issues. Here are some common explanations:
Custom channel not properly configured: If the custom channel isn’t set up correctly or registered within your tool or system, tracing may fail.
Lack of permissions: Tracing often requires specific permissions. Make sure your custom channel has the necessary access rights or debugging permissions.
Unsupported by the tracing tool: Some tracing tools only support standard or predefined channels. Custom channels may need additional configuration to be recognized.
Missing instrumentation: If your code or system doesn’t emit trace events through the custom channel, there won’t be anything to trace.
Incorrect trace listener setup: The trace listener or subscriber might not be listening to the custom channel. Double-check the setup to ensure the listener is properly connected.