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Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
Include | #include "Engine/EngineTypes.h" |
Syntax
enum ECollisionChannel
{
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
UMETA =(DisplayName="Maintain Y-Axis FOV"),
ECC_MAX,
}
Values
Name | Description |
---|---|
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
UMETA | Uses project based precision mode setting |
ECC_MAX |
Remarks
NOTE!!Some of these values are used to index into FCollisionResponseContainers and must be kept in sync. If you add any more TraceQuery="1", you also should change UCollisionProfile::LoadProfileConfig Metadata doesn't work outside of editor, so you'll need to add manually @NOTE : when you add more here for predefined engine channel please change the max in the CollisionProfile search ECC_Destructible in order to use this custom channels we recommend to define in your local file
- i.e. #define COLLISION_WEAPON ECC_GameTraceChannel1 and make sure you customize these it in INI file by
in DefaultEngine.ini
[/Script/Engine.CollisionProfile] GameTraceChannel1="Weapon"
also in the INI file, you can override collision profiles that are defined by simply redefining note that Weapon isn't defined in the BaseEngine.ini file, but "Trigger" is defined in Engine +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName=WorldDynamic, DefaultResponse=ECR_Overlap, CustomResponses=((Channel=Visibility, Response=ECR_Ignore), (Channel=Weapon, Response=ECR_Ignore))) Enum indicating different type of objects for rigid-body collision purposes.