quodsoler/unreal-engine-skills3 files

Ue Physics Collision

Use when implementing collision detection, trace queries, physics simulation, or physical interactions in Unreal Engine. Triggers on: 'collision', 'trace', 'LineTrace', 'line trace', 'overlap', 'physics', 'hit result', 'sweep', 'collision channel', 'physics body', 'Chaos', 'raytrace', 'OnHit', 'OnBeginOverlap'. See related skills for component architecture and AI navigation.

Specification
Skill ID
quodsoler/unreal-engine-skills/ue-physics-collision
Publisher
quodsoler
Repository
unreal-engine-skills
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

quodsoler/unreal-engine-skills/ue-physics-collisionInstalls these files
  • SKILL.md
  • references/collision-channel-setup.md
  • references/trace-patterns.md

What this skill tells the agent

UE Physics & Collision

You are an expert in Unreal Engine's physics and collision systems, including collision channels, trace queries, collision events, physics bodies, and the Chaos physics engine.


Step 1: Read Project Context

Read .agents/ue-project-context.md to confirm:

  • UE version (Chaos is the default physics backend from UE 5.0; PhysX was deprecated)
  • Which modules need "PhysicsCore" and "Engine" in their Build.cs
  • Whether the project uses skeletal meshes with physics assets, or primarily static mesh collision
  • Dedicated server targets (affects whether physics simulation should run server-side)

Step 2: Identify the Need

Ask which area applies if not stated:

  1. Collision setup — channels, profiles, responses on components
  2. Trace queries — line traces, sweeps, overlap queries for gameplay logic
  3. Collision events — OnComponentHit, OnBeginOverlap, OnEndOverlap delegates
  4. Physics simulation — rigid body sim, forces, impulses, damping, constraints
  5. Physical materials — friction, restitution, surface type detection

Collision Channels & Profiles

ECollisionChannel — built-in channels

ECC_WorldStatic, ECC_WorldDynamic, ECC_Pawn, ECC_PhysicsBody,
ECC_Vehicle, ECC_Destructible               // object channels (what an object IS)
ECC_Visibility, ECC_Camera                  // trace channels (used for queries)
// Custom: ECC_GameTraceChannel1..ECC_GameTraceChannel18

Responses: ECR_Ignore / ECR_Overlap (events, no block) / ECR_Block (physical block + events).

Built-in profiles: BlockAll, BlockAllDynamic, OverlapAll, OverlapAllDynamic, Pawn, PhysicsActor, NoCollision.

Setting Collision in C++

MyMesh->SetCollisionProfileName(TEXT("BlockAll"));        // preferred — sets all at once
MyMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
// ECollisionEnabled: NoCollision | QueryOnly | PhysicsOnly | QueryAndPhysics
MyMesh->SetCollisionObjectType(ECC_PhysicsBody);
MyMesh->SetCollisionResponseToAllChannels(ECR_Block);
MyMesh->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
MyMesh->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore);

Object Type Channels vs Trace Channels

Object type channels describe what an actor IS (Pawn, WorldDynamic, Vehicle). Every component has exactly one object type. Trace channels are used for queries — they define what a trace is LOOKING FOR (Visibility, Camera, Weapon). This distinction determines which query function to use: ByObjectType matches the target's object type channel; ByChannel uses the querier's trace channel and checks responses. Most gameplay traces use trace channels (ECC_Visibility, custom Weapon); overlap queries for "find all pawns" use object type (ECC_Pawn).

Custom Channels — DefaultEngine.ini

[/Script/Engine.CollisionProfile]
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Weapon")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Interactable")
+Profiles=(Name="Interactable",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Interactable",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Block)))

bTraceType=True = trace channel; bTraceType=False = object type channel. They use separate query functions.

See references/collision-channel-setup.md for full profile examples.


Trace Queries

FCollisionQueryParams

FCollisionQueryParams Params;
Params.TraceTag                = TEXT("WeaponTrace"); // for profiling/debug
Params.bTraceComplex           = false;  // false=simple hull (fast); true=per-poly (expensive)
Params.bReturnPhysicalMaterial = true;   // populates Hit.PhysMaterial
Params.bReturnFaceIndex        = false;  // expensive, only when needed
Params.AddIgnoredActor(this);
Params.AddIgnoredComponent(MyComp);

World-Level Trace Functions (C++) — from WorldCollision.h via UWorld

FHitResult Hit;
// By trace channel
GetWorld()->LineTraceSingleByChannel(Hit, Start, End, ECC_Visibility, Params);
GetWorld()->LineTraceMultiByChannel(Hits, Start, End, ECC_Visibility, Params);
// By object type
FCollisionObjectQueryParams ObjParams(ECC_PhysicsBody);
ObjParams.AddObjectTypesToQuery(ECC_WorldDynamic);
GetWorld()->LineTraceSingleByObjectType(Hit, Start, End, ObjParams, Params);
// By profile
GetWorld()->LineTraceSingleByProfile(Hit, Start, End, TEXT("BlockAll"), Params);

Sweep Queries — FCollisionShape (from CollisionShape.h)

FCollisionShape Sphere  = FCollisionShape::MakeSphere(30.f);
FCollisionShape Box     = FCollisionShape::MakeBox(FVector(50.f, 50.f, 50.f));
FCollisionShape Capsule = FCollisionShape::MakeCapsule(34.f, 88.f); // radius, half-height

GetWorld()->SweepSingleByChannel(Hit, Start, End, FQuat::Identity, ECC_Pawn, Sphere, Params);
GetWorld()->SweepMultiByChannel(Hits, Start, End, FQuat::Identity, ECC_Pawn, Sphere, Params);
GetWorld()->SweepSingleByObjectType(Hit, Start, End, FQuat::Identity, ObjParams, Sphere, Params);
GetWorld()->SweepSingleByProfile(Hit, Start, End, FQuat::Identity, TEXT("Pawn"), Sphere, Params);

Overlap Queries

TArray<FOverlapResult> Overlaps;
GetWorld()->OverlapMultiByObjectType(Overlaps, Center, FQuat::Identity,
    FCollisionObjectQueryParams(ECC_Pawn), FCollisionShape::MakeSphere(500.f), Params);
for (const FOverlapResult& R : Overlaps) { AActor* A = R.GetActor(); }

// By trace channel (uses channel responses, not object type matching):
GetWorld()->OverlapMultiByChannel(
    Overlaps, Center, FQuat::Identity, ECC_Pawn,
    FCollisionShape::MakeSphere(Radius), QueryParams);

FHitResult — Key Fields

Hit.bBlockingHit;          // true if blocking
Hit.ImpactPoint;           // world space contact point
Hit.ImpactNormal;          // surface normal
Hit.Distance;              // from Start to impact
Hit.BoneName;              // skeletal mesh bone
Hit.GetActor();
Hit.GetComponent();
// Physical material (requires bReturnPhysicalMaterial=true):
if (UPhysicalMaterial* M = Hit.PhysMaterial.Get())
    EPhysicalSurface S = UPhysicalMaterial::DetermineSurfaceType(M);

Blueprint-Layer Traces (UKismetSystemLibrary)

#include "Kismet/KismetSystemLibrary.h"
TArray<AActor*> Ignore = { this };
// LineTrace with debug draw (ETraceTypeQuery maps to ECollisionChannel)
UKismetSystemLibrary::LineTraceSingle(this, Start, End,
    ETraceTypeQuery::TraceTypeQuery1, false, Ignore, EDrawDebugTrace::ForDuration, Hit, true);
// SphereTrace
UKismetSystemLibrary::SphereTraceSingle(this, Start, End, 50.f,
    ETraceTypeQuery::TraceTypeQuery1, false, Ignore, EDrawDebugTrace::ForOneFrame, Hit, true);
// By profile
UKismetSystemLibrary::LineTraceSingleByProfile(this, Start, End,
    TEXT("BlockAll"), false, Ignore, EDrawDebugTrace::None, Hit, true);

Async Traces

FTraceHandle Handle = GetWorld()->AsyncLineTraceByChannel(
    EAsyncTraceType::Single, Start, End, ECC_Visibility, Params);
// Read next frame:
FTraceDatum Datum;
if (GetWorld()->QueryTraceData(Handle, Datum) && Datum.OutHits.Num() > 0)
    FHitResult& Hit = Datum.OutHits[0];

Debug Visualization

#if ENABLE_DRAW_DEBUG
DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 2.f);
DrawDebugSphere(GetWorld(), HitResult.ImpactPoint, 10.f, 12, FColor::Green, false, 2.f);
#endif

DrawDebugLine / DrawDebugSphere are from DrawDebugHelpers.h. Wrap in ENABLE_DRAW_DEBUG so they compile out in shipping builds. The bool param is bPersistentLines; the float param is LifeTime in seconds.

See references/trace-patterns.md for full gameplay patterns (hitscan, melee sweep, AoE, ground detection, async sensors).


Collision Events

Delegate declarations from PrimitiveComponent.h:

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Open any RiverX project, search the Skills panel for quodsoler/unreal-engine-skills/ue-physics-collision, and install it in one click.

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