# \#Collision

**URL:** https://forums.unrealengine.com/tag/collision/108.md

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## [Apply radial damage node doesn't damage actors](https://forums.unrealengine.com/t/apply-radial-damage-node-doesnt-damage-actors/386721)

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**Author:** [@Erumaru](https://forums.unrealengine.com/u/Erumaru)\
**Replies:** 10\
**Last updated:** [November 6, 2026, 12:30am UTC](https://forums.unrealengine.com/t/apply-radial-damage-node-doesnt-damage-actors/386721 "2026-11-06T00:30:59Z")

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My actors to which I am trying to apply damage have a capsule component (They are inherited from the Character unreal standart class). When capsule radius or height is big and actor’s location vector doesn’t overlap with…

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## [How to make NPCs ignore collision with each other](https://forums.unrealengine.com/t/how-to-make-npcs-ignore-collision-with-each-other/2733109)

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**Author:** [@Adb](https://forums.unrealengine.com/u/Adb)\
**Replies:** 3\
**Last updated:** [October 30, 2026, 3:50pm UTC](https://forums.unrealengine.com/t/how-to-make-npcs-ignore-collision-with-each-other/2733109 "2026-10-30T15:50:54Z")

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I have an island that is Survival Horror Co-op versus NPCs. Problem is that right now, NPCs can block each other, which causes their pathfinder to bug out, making them circle around endlessly at the same spot. I could w…

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## [Issue with Static Mesh Keeps Rotating When Player Steps on It](https://forums.unrealengine.com/t/issue-with-static-mesh-keeps-rotating-when-player-steps-on-it/2732145)

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**Author:** [@TofyTufo](https://forums.unrealengine.com/u/TofyTufo)\
**Replies:** 1\
**Last updated:** [October 22, 2026, 8:06am UTC](https://forums.unrealengine.com/t/issue-with-static-mesh-keeps-rotating-when-player-steps-on-it/2732145 "2026-10-22T08:06:53Z")

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Hi, The static mesh of the sword shown below keeps rotating on the ground when the player character steps on it. I couldn’t record a video of the issue because the editor gets extremely laggy when I try to. Instead, I t…

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## [UCX collision is working but not completely visible](https://forums.unrealengine.com/t/ucx-collision-is-working-but-not-completely-visible/2832679)

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**Author:** [@mckay421](https://forums.unrealengine.com/u/mckay421)\
**Replies:** 4\
**Last updated:** [October 14, 2026, 4:24pm UTC](https://forums.unrealengine.com/t/ucx-collision-is-working-but-not-completely-visible/2832679 "2026-10-14T16:24:37Z")

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UCX files imported from blender

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## [How to make sweep work with rotation?](https://forums.unrealengine.com/t/how-to-make-sweep-work-with-rotation/315297)

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**Author:** [@Zejji](https://forums.unrealengine.com/u/Zejji)\
**Replies:** 19\
**Last updated:** [October 12, 2026, 3:19pm UTC](https://forums.unrealengine.com/t/how-to-make-sweep-work-with-rotation/315297 "2026-10-12T15:19:44Z")

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As noted in this bug report, sweep doesn’t work when using AddRelativeRotation, despite working just fine with AddRelativeLocation. (Just for the sake of clarity, I am using C++, rather than Blueprints, but I experience …

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## [Is It Possible to Create a Square Collision Box For a Capsule Component?](https://forums.unrealengine.com/t/is-it-possible-to-create-a-square-collision-box-for-a-capsule-component/435849)

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**Author:** [@anonymous\_user\_1d98fa3a](https://forums.unrealengine.com/u/anonymous_user_1d98fa3a)\
**Replies:** 4\
**Last updated:** [September 14, 2026, 6:21pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-create-a-square-collision-box-for-a-capsule-component/435849 "2026-09-14T18:21:39Z")

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Hello, I’m a beginner working on a project with a template given to me by a lecturer and I’ve run into a problem with the collision box. Is there any way to turn it into a cube to match the player character mesh that I…

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## [Collisions in packaged UE5 build not working ](https://forums.unrealengine.com/t/collisions-in-packaged-ue5-build-not-working/2757187)

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**Author:** [@DylDogs9](https://forums.unrealengine.com/u/DylDogs9)\
**Replies:** 1\
**Last updated:** [September 4, 2026, 7:56am UTC](https://forums.unrealengine.com/t/collisions-in-packaged-ue5-build-not-working/2757187 "2026-09-04T07:56:34Z")

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Hi there, In my level I have 3 collision blueprints placed (they are all the same actor type). In the play in editor all of these collisions work perfectly however when I package the game for windows and play the first …

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## [Collisions not imported with .glb .glTF using 'Import Into Level'](https://forums.unrealengine.com/t/collisions-not-imported-with-glb-gltf-using-import-into-level/2747472)

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**Author:** [@ioioio\_101010](https://forums.unrealengine.com/u/ioioio_101010)\
**Replies:** 0\
**Last updated:** [August 31, 2026, 6:26am UTC](https://forums.unrealengine.com/t/collisions-not-imported-with-glb-gltf-using-import-into-level/2747472 "2026-08-31T06:26:49Z")

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Summary Importing custom collision geometry from DCC not working using Import Into Level. Regular ‘Import’ works fine. What Type of Bug are you experiencing? UI / Tools Steps to Reproduce Create mesh in DCC \> Create UC…

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## [\[bug\] Navmesh generates inside blocking static meshes and blocking volumes](https://forums.unrealengine.com/t/bug-navmesh-generates-inside-blocking-static-meshes-and-blocking-volumes/382315)

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**Author:** [@Xukapy](https://forums.unrealengine.com/u/Xukapy)\
**Replies:** 24\
**Last updated:** [August 22, 2026, 7:12am UTC](https://forums.unrealengine.com/t/bug-navmesh-generates-inside-blocking-static-meshes-and-blocking-volumes/382315 "2026-08-22T07:12:25Z")

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4.14.3 Why tho?

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## [UWidgetComponent should default to NoCollision instead of UI collision profile](https://forums.unrealengine.com/t/uwidgetcomponent-should-default-to-nocollision-instead-of-ui-collision-profile/2744275)

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**Author:** [@markowo](https://forums.unrealengine.com/u/markowo)\
**Replies:** 0\
**Last updated:** [August 17, 2026, 3:42am UTC](https://forums.unrealengine.com/t/uwidgetcomponent-should-default-to-nocollision-instead-of-ui-collision-profile/2744275 "2026-08-17T03:42:46Z")

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UWidgetComponent currently defaults to the UI collision profile, which means world space widget components (health bars, nameplates, etc.) participate in physical collision by default. This causes unexpected blocking beh…

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## [Navmesh not working on specific built-in Fortnite assets](https://forums.unrealengine.com/t/navmesh-not-working-on-specific-built-in-fortnite-assets/2739388)

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**Author:** [@Christoufu](https://forums.unrealengine.com/u/Christoufu)\
**Replies:** 1\
**Last updated:** [July 30, 2026, 7:54am UTC](https://forums.unrealengine.com/t/navmesh-not-working-on-specific-built-in-fortnite-assets/2739388 "2026-07-30T07:54:41Z")

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Summary Certain built-in Fortnite assets (BuildingProps) don’t affect/get affected by navmesh. Please select what you are reporting on: Unreal Editor for Fortnite What Type of Bug are you experiencing? Assets Steps to…

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## [How do I make bug Character Tilt on slanted terrain?](https://forums.unrealengine.com/t/how-do-i-make-bug-character-tilt-on-slanted-terrain/476840)

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**Author:** [@mgyorki](https://forums.unrealengine.com/u/mgyorki)\
**Replies:** 5\
**Last updated:** [July 13, 2026, 3:54pm UTC](https://forums.unrealengine.com/t/how-do-i-make-bug-character-tilt-on-slanted-terrain/476840 "2026-07-13T15:54:40Z")

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I’m not super familiar with Unreal but I’ve been working on created a small 3D sidescroller game with a group. The main character is a beetle so the character collision box is a rectangle basically and we don’t use the c…

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## [What is the current state of Box2D physics in Unreal Engine?](https://forums.unrealengine.com/t/what-is-the-current-state-of-box2d-physics-in-unreal-engine/390974)

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**Author:** [@pulp\_user](https://forums.unrealengine.com/u/pulp_user)\
**Replies:** 1\
**Last updated:** [July 9, 2026, 8:12pm UTC](https://forums.unrealengine.com/t/what-is-the-current-state-of-box2d-physics-in-unreal-engine/390974 "2026-07-09T20:12:40Z")

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I searched a bit on the Web, and the latest reliable thing I found about Box2D was from 2014. So: what is the current state? Is it still experimental? I can’t find any documentation about it. What exactly happens when …

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## [How to get perfectly accurate particle collisions on a Skeletal Mesh? ](https://forums.unrealengine.com/t/how-to-get-perfectly-accurate-particle-collisions-on-a-skeletal-mesh/2733966)

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**Author:** [@RemainingCod989](https://forums.unrealengine.com/u/RemainingCod989)\
**Replies:** 3\
**Last updated:** [July 9, 2026, 5:35pm UTC](https://forums.unrealengine.com/t/how-to-get-perfectly-accurate-particle-collisions-on-a-skeletal-mesh/2733966 "2026-07-09T17:35:10Z")

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Hi Team, I am trying to use a Skeletal Mesh as a collider for my Particle System in Unreal Engine. I specifically need the collision surface to match my mesh exactly. If the collision boundary is even slightly off or n…

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## [\[WIP\] UE5 Plugin: Accurate Landscape Collision with Displacement Support](https://forums.unrealengine.com/t/wip-ue5-plugin-accurate-landscape-collision-with-displacement-support/2730996)

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**Author:** [@Julian\_Vinet](https://forums.unrealengine.com/u/Julian_Vinet)\
**Replies:** 1\
**Last updated:** [July 5, 2026, 9:36pm UTC](https://forums.unrealengine.com/t/wip-ue5-plugin-accurate-landscape-collision-with-displacement-support/2730996 "2026-07-05T21:36:37Z")

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For a project, I needed precise landscape collisions that account for Displacement. The catch? Displacement data only exists on the GPU, not the CPU. After a few experiments, I developed a GlobalShader solution to extra…

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## [How to prevent the player from clipping through static meshes?](https://forums.unrealengine.com/t/how-to-prevent-the-player-from-clipping-through-static-meshes/2560197)

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**Author:** [@bytee](https://forums.unrealengine.com/u/bytee)\
**Replies:** 4\
**Last updated:** [July 4, 2026, 1:54pm UTC](https://forums.unrealengine.com/t/how-to-prevent-the-player-from-clipping-through-static-meshes/2560197 "2026-07-04T13:54:23Z")

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Hello everyone! I’m using the Character Blueprint provided by the Game Animation Sample in Unreal Engine 5.4.4, modifying it to make it first-person and enabling crouch. The camera is managed via a Spring Arm to which it…

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## [Find Collision UV with Hit Under Cursor Always returns false](https://forums.unrealengine.com/t/find-collision-uv-with-hit-under-cursor-always-returns-false/413824)

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**Author:** [@Justin.Dooley](https://forums.unrealengine.com/u/Justin.Dooley)\
**Replies:** 4\
**Last updated:** [June 19, 2026, 10:02am UTC](https://forums.unrealengine.com/t/find-collision-uv-with-hit-under-cursor-always-returns-false/413824 "2026-06-19T10:02:15Z")

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It seems that when using hit under cursor and find Collision UV, the result is always false. I’ve made a small repo Test Project for this. Hopefully It’s just something I’ve done wrong though. I have enabled UV on hit …

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## [Collisions missing in live edit ](https://forums.unrealengine.com/t/collisions-missing-in-live-edit/2726480)

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**Author:** [@ItzFerni](https://forums.unrealengine.com/u/ItzFerni)\
**Replies:** 0\
**Last updated:** [June 5, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/collisions-missing-in-live-edit/2726480 "2026-06-05T14:49:32Z")

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Summary When opening an edit session, the player passes right through all the objects on the map except for the landscape and creative devices. This started happening suddenly, since it had been working perfectly until P…

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## [Applying damage to player on a falling/rolling physics actor](https://forums.unrealengine.com/t/applying-damage-to-player-on-a-falling-rolling-physics-actor/2726450)

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**Author:** [@mawilbolou](https://forums.unrealengine.com/u/mawilbolou)\
**Replies:** 1\
**Last updated:** [June 5, 2026, 2:09pm UTC](https://forums.unrealengine.com/t/applying-damage-to-player-on-a-falling-rolling-physics-actor/2726450 "2026-06-05T14:09:26Z")

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I have a falling/Rolling log mesh, physics and collision attached to it. Problem is It only does damage when the player is moving? It doesn’t do damage when the player is stood still and it falls on the players head o…

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## [Unreal 5.7 Modeling Colision broken ?](https://forums.unrealengine.com/t/unreal-5-7-modeling-colision-broken/2688425)

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**Author:** [@yekimevol](https://forums.unrealengine.com/u/yekimevol)\
**Replies:** 2\
**Last updated:** [May 30, 2026, 11:44pm UTC](https://forums.unrealengine.com/t/unreal-5-7-modeling-colision-broken/2688425 "2026-05-30T23:44:21Z")

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Ive just upgraded to Unreal 5.7 and the Modelling mode Collision does not appear to be working at all, even when changing the assets to block all in the colision presents. Ive attempted it in my main project and also a …

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## [How to change collision response on Chaos geometry collection](https://forums.unrealengine.com/t/how-to-change-collision-response-on-chaos-geometry-collection/477713)

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**Author:** [@anonymous\_user\_c1f856dd](https://forums.unrealengine.com/u/anonymous_user_c1f856dd)\
**Replies:** 45\
**Last updated:** [May 30, 2026, 2:34pm UTC](https://forums.unrealengine.com/t/how-to-change-collision-response-on-chaos-geometry-collection/477713 "2026-05-30T14:34:03Z")

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Hi, Is it possible to change collision response on Chaos geometry collection after break event occurs? What I want to achieve is, for example, to have a player collide with wall, but after that wall is broken into part…

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## [Setting asset collision presets via Editor Utility Widget](https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956)

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**Author:** [@faraz94](https://forums.unrealengine.com/u/faraz94)\
**Replies:** 1\
**Last updated:** [May 30, 2026, 9:22am UTC](https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956 "2026-05-30T09:22:40Z")

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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…

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## [How can I connect different geometry collections using a proximity?](https://forums.unrealengine.com/t/how-can-i-connect-different-geometry-collections-using-a-proximity/2706102)

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**Author:** [@ssks1914](https://forums.unrealengine.com/u/ssks1914)\
**Replies:** 1\
**Last updated:** [May 26, 2026, 4:48am UTC](https://forums.unrealengine.com/t/how-can-i-connect-different-geometry-collections-using-a-proximity/2706102 "2026-05-26T04:48:05Z")

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I want to connect geometry collections placed within a world or blueprint using distance, but how can I connect different GC assets? The dataflow has a Proximity node, but it seems to only work within geometry collectio…

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## [The geometry collection tree shatters into pieces](https://forums.unrealengine.com/t/the-geometry-collection-tree-shatters-into-pieces/2714561)

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**Author:** [@FairboyMarx](https://forums.unrealengine.com/u/FairboyMarx)\
**Replies:** 4\
**Last updated:** [May 26, 2026, 4:35am UTC](https://forums.unrealengine.com/t/the-geometry-collection-tree-shatters-into-pieces/2714561 "2026-05-26T04:35:21Z")

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When I tried to slice the base of a tree asset, the leaves, which I hadn’t touched, also ended up shattering into pieces.Why does this happen even though I haven’t performed any operations other than slicing?Additionally…

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## [The attached geometry collection is blown up](https://forums.unrealengine.com/t/the-attached-geometry-collection-is-blown-up/2717433)

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**Author:** [@FairboyMarx](https://forums.unrealengine.com/u/FairboyMarx)\
**Replies:** 1\
**Last updated:** [May 26, 2026, 4:29am UTC](https://forums.unrealengine.com/t/the-attached-geometry-collection-is-blown-up/2717433 "2026-05-26T04:29:46Z")

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If i attach a geometry collection to the end of a static mesh and try to simulate physics on the static mesh, it will spin and be blown off somewhere. There is no collision between the two, the static mesh is heavier, a…

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## [Can I replace DefaultSceneRoot in blueprint subclasses?](https://forums.unrealengine.com/t/can-i-replace-defaultsceneroot-in-blueprint-subclasses/469272)

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**Author:** [@dellis23](https://forums.unrealengine.com/u/dellis23)\
**Replies:** 7\
**Last updated:** [May 8, 2026, 1:28pm UTC](https://forums.unrealengine.com/t/can-i-replace-defaultsceneroot-in-blueprint-subclasses/469272 "2026-05-08T13:28:46Z")

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Is there something preventing you from replacing it?

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## [Cloth collision bug/problem (spins around like crazy) and cloth falling apart](https://forums.unrealengine.com/t/cloth-collision-bug-problem-spins-around-like-crazy-and-cloth-falling-apart/1302192)

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**Author:** [@Pedrobruce](https://forums.unrealengine.com/u/Pedrobruce)\
**Replies:** 9\
**Last updated:** [May 6, 2026, 7:50pm UTC](https://forums.unrealengine.com/t/cloth-collision-bug-problem-spins-around-like-crazy-and-cloth-falling-apart/1302192 "2026-05-06T19:50:55Z")

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Hello, I’m having an issue where the clothing for Shinbi (a paragon character) goes crazy and starts spinning insanely fast. This error stops when de-activating self collisions, however, I need the cloth to collide with …

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## [Character standing on physics object glitches](https://forums.unrealengine.com/t/character-standing-on-physics-object-glitches/447072)

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**Author:** [@shark0151](https://forums.unrealengine.com/u/shark0151)\
**Replies:** 19\
**Last updated:** [April 4, 2026, 4:43am UTC](https://forums.unrealengine.com/t/character-standing-on-physics-object-glitches/447072 "2026-04-04T04:43:36Z")

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Trying to stand on an object with physics enabled using the default third person template causes some very weird behavior. The object and character will jitter wildly and launch either one far away. This happens at any s…

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## [Collision memory optimization per mesh](https://forums.unrealengine.com/t/collision-memory-optimization-per-mesh/2708298)

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**Author:** [@Anonymous\_2210d72d3515234552b42f64ab1279fd](https://forums.unrealengine.com/u/Anonymous_2210d72d3515234552b42f64ab1279fd)\
**Replies:** 2\
**Last updated:** [March 25, 2026, 5:26am UTC](https://forums.unrealengine.com/t/collision-memory-optimization-per-mesh/2708298 "2026-03-25T05:26:13Z")

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Hi, I am currently optimizing collision memory and have some questions. How is memory for collision measured? Are Simple Collisions like Sphere, Box, and Capsule smaller in terms of memory? Or does it purely depend on…

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## [Assigning trace channels from a plugin](https://forums.unrealengine.com/t/assigning-trace-channels-from-a-plugin/306046)

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**Author:** [@Voidstar](https://forums.unrealengine.com/u/Voidstar)\
**Replies:** 3\
**Last updated:** [March 22, 2026, 8:17am UTC](https://forums.unrealengine.com/t/assigning-trace-channels-from-a-plugin/306046 "2026-03-22T08:17:31Z")

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I’m writing a custom plugin which requires use of its own trace channels. Currently the only way I can see to make this work is to require the user to create the needed trace channels manually within the editor project …

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