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Set up and modify collision settings.
| Name | UCollisionProfile |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/CollisionProfile.h |
| Include Path | #include "Engine/CollisionProfile.h" |
Syntax
UCLASS (Config=Engine, defaultconfig, MinimalAPI, Meta=(DisplayName="Collision"))
class UCollisionProfile : public UDeveloperSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDeveloperSettings → UCollisionProfile
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCollisionProfile
(
const FObjectInitializer& ObjectInitializer |
Engine/CollisionProfile.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnLoadProfileConfig | TMulticastDelegate_OneParam< void, UCollisionProfile * > | Holds a delegate to be invoked when LoadProfileConfig is called. | Engine/CollisionProfile.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| BlockAll_ProfileName | const FName | Engine/CollisionProfile.h | |
| BlockAllDynamic_ProfileName | const FName | Engine/CollisionProfile.h | |
| CustomCollisionProfileName | FName | Custom collision profile name that you can modify what you'd like | Engine/CollisionProfile.h |
| DefaultProjectile_ProfileName | const FName | Engine/CollisionProfile.h | |
| NoCollision_ProfileName | const FName | Default property name for no collision - this is very popular | Engine/CollisionProfile.h |
| Pawn_ProfileName | const FName | Engine/CollisionProfile.h | |
| PhysicsActor_ProfileName | const FName | Engine/CollisionProfile.h | |
| Vehicle_ProfileName | const FName | Engine/CollisionProfile.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnLoadProfileConfig | FOnLoadProfileConfig | Engine/CollisionProfile.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ChannelDisplayNames | TArray< FName > | Display Names for each channel I don't have meta data in cooked build, so I'll need to save the list | Engine/CollisionProfile.h | |
| CollisionChannelRedirects | TArray< FRedirector > | Used to handle renaming collision channels | Engine/CollisionProfile.h |
|
| CollisionChannelRedirectsMap | TMap< FName, FName > | Collision Channel Name redirects - later one overrides if same one found | Engine/CollisionProfile.h | |
| DefaultChannelResponses | TArray< FCustomChannelSetup > | Game-specific overrides to default responses to collision channels | Engine/CollisionProfile.h |
|
| EditProfiles | TArray< FCustomProfile > | Game-specific overrides to engine profiles | Engine/CollisionProfile.h |
|
| ObjectTypeMapping | TArray< ECollisionChannel > | These are the mapping table converts from ObjectType/TraceType enum that are used for blueprint index [i] to ECollisionChannel. | Engine/CollisionProfile.h | |
| ProfileRedirects | TArray< FRedirector > | Used to handle renaming profiles | Engine/CollisionProfile.h |
|
| ProfileRedirectsMap | TMap< FName, FName > | Profile redirects - later one overrides if same one found | Engine/CollisionProfile.h | |
| Profiles | TArray< FCollisionResponseTemplate > | List of all profiles, engine and game-specific | Engine/CollisionProfile.h |
|
| TraceTypeMapping | TArray< ECollisionChannel > | Engine/CollisionProfile.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ECollisionChannel ConvertToCollisionChannel
(
bool TraceType, |
Convert ObjectType or TraceType to CollisionChannel | Engine/CollisionProfile.h | |
EObjectTypeQuery ConvertToObjectType
(
ECollisionChannel CollisionChannel |
Convert collision channel to ObjectTypeQuery. Note: performs a search of object types. | Engine/CollisionProfile.h | |
ETraceTypeQuery ConvertToTraceType
(
ECollisionChannel CollisionChannel |
Convert collision channel to TraceTypeQuery. Note: performs a search of object types. | Engine/CollisionProfile.h | |
int32 GetNumOfProfiles() |
Accessor for UI customization | Engine/CollisionProfile.h | |
const FCollisionResponseTemplate * GetProfileByIndex
(
int32 Index |
Accessor for UI customization | Engine/CollisionProfile.h | |
bool GetProfileTemplate
(
FName ProfileName, |
Fill up the loaded config of the profile name to the BodyInstance | Engine/CollisionProfile.h | |
void LoadProfileConfig
(
bool bForceInit |
This function loads all config data to memory | Engine/CollisionProfile.h | |
| Check if this profile name has been redirected | Engine/CollisionProfile.h | ||
virtual void PostReloadConfig
(
FProperty* PropertyThatWasLoaded |
Begin UObject interface | Engine/CollisionProfile.h | |
bool ReadConfig
(
FName ProfileName, |
Fill up the loaded config of the profile name to the BodyInstance | Engine/CollisionProfile.h | |
FName ReturnChannelNameFromContainerIndex
(
int32 ContainerIndex |
Engine/CollisionProfile.h | ||
int32 ReturnContainerIndexFromChannelName
(
FName& InOutDisplayName |
Return index of Container index from DisplayName and vice versa this is misnamed now since I changed to update name if the name changed | Engine/CollisionProfile.h |
Overridden from UDeveloperSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/CollisionProfile.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UCollisionProfile * Get() |
Accessor and initializer | Engine/CollisionProfile.h | |
static bool GetChannelAndResponseParams
(
FName ProfileName, |
Get the channel and response params from the specified profile | Engine/CollisionProfile.h | |
static void GetProfileNames
(
TArray< TSharedPtr< FName > >& OutNameList |
End UObject interface Fill up the array with the profile names | Engine/CollisionProfile.h |