unreal.CollisionResponseContainer
¶
- class unreal.CollisionResponseContainer(world_static: CollisionResponseType = Ellipsis, world_dynamic: CollisionResponseType = Ellipsis, pawn: CollisionResponseType = Ellipsis, visibility: CollisionResponseType = Ellipsis, camera: CollisionResponseType = Ellipsis, physics_body: CollisionResponseType = Ellipsis, vehicle: CollisionResponseType = Ellipsis, destructible: CollisionResponseType = Ellipsis, engine_trace_channel1: CollisionResponseType = Ellipsis, engine_trace_channel2: CollisionResponseType = Ellipsis, engine_trace_channel3: CollisionResponseType = Ellipsis, engine_trace_channel4: CollisionResponseType = Ellipsis, engine_trace_channel5: CollisionResponseType = Ellipsis, engine_trace_channel6: CollisionResponseType = Ellipsis, game_trace_channel1: CollisionResponseType = Ellipsis, game_trace_channel2: CollisionResponseType = Ellipsis, game_trace_channel3: CollisionResponseType = Ellipsis, game_trace_channel4: CollisionResponseType = Ellipsis, game_trace_channel5: CollisionResponseType = Ellipsis, game_trace_channel6: CollisionResponseType = Ellipsis, game_trace_channel7: CollisionResponseType = Ellipsis, game_trace_channel8: CollisionResponseType = Ellipsis, game_trace_channel9: CollisionResponseType = Ellipsis, game_trace_channel10: CollisionResponseType = Ellipsis, game_trace_channel11: CollisionResponseType = Ellipsis, game_trace_channel12: CollisionResponseType = Ellipsis, game_trace_channel13: CollisionResponseType = Ellipsis, game_trace_channel14: CollisionResponseType = Ellipsis, game_trace_channel15: CollisionResponseType = Ellipsis, game_trace_channel16: CollisionResponseType = Ellipsis, game_trace_channel17: CollisionResponseType = Ellipsis, game_trace_channel18: CollisionResponseType = Ellipsis)¶
Bases:
StructBase
Container for indicating a set of collision channels that this object will collide with.
C++ Source:
Module: Engine
File: EngineTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
camera
(CollisionResponseType): [Read-Write] Camera: 3destructible
(CollisionResponseType): [Read-Write] Destructible: 6engine_trace_channel1
(CollisionResponseType): [Read-Write] Engine Trace Channel 1: Unspecified Engine Trace Channelsengine_trace_channel2
(CollisionResponseType): [Read-Write] Engine Trace Channel 2: 8engine_trace_channel3
(CollisionResponseType): [Read-Write] Engine Trace Channel 3: 9engine_trace_channel4
(CollisionResponseType): [Read-Write] Engine Trace Channel 4: 10engine_trace_channel5
(CollisionResponseType): [Read-Write] Engine Trace Channel 5: 11engine_trace_channel6
(CollisionResponseType): [Read-Write] Engine Trace Channel 6: 12game_trace_channel1
(CollisionResponseType): [Read-Write] Game Trace Channel 1: 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 byin 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)))
game_trace_channel10
(CollisionResponseType): [Read-Write] Game Trace Channel 10: 22game_trace_channel11
(CollisionResponseType): [Read-Write] Game Trace Channel 11: 23game_trace_channel12
(CollisionResponseType): [Read-Write] Game Trace Channel 12: 24game_trace_channel13
(CollisionResponseType): [Read-Write] Game Trace Channel 13: 25game_trace_channel14
(CollisionResponseType): [Read-Write] Game Trace Channel 14: 26game_trace_channel15
(CollisionResponseType): [Read-Write] Game Trace Channel 15: 27game_trace_channel16
(CollisionResponseType): [Read-Write] Game Trace Channel 16: 28game_trace_channel17
(CollisionResponseType): [Read-Write] Game Trace Channel 17: 28game_trace_channel18
(CollisionResponseType): [Read-Write] Game Trace Channel 18: 30game_trace_channel2
(CollisionResponseType): [Read-Write] Game Trace Channel 2: 14game_trace_channel3
(CollisionResponseType): [Read-Write] Game Trace Channel 3: 15game_trace_channel4
(CollisionResponseType): [Read-Write] Game Trace Channel 4: 16game_trace_channel5
(CollisionResponseType): [Read-Write] Game Trace Channel 5: 17game_trace_channel6
(CollisionResponseType): [Read-Write] Game Trace Channel 6: 18game_trace_channel7
(CollisionResponseType): [Read-Write] Game Trace Channel 7: 19game_trace_channel8
(CollisionResponseType): [Read-Write] Game Trace Channel 8: 20game_trace_channel9
(CollisionResponseType): [Read-Write] Game Trace Channel 9: 21pawn
(CollisionResponseType): [Read-Write] Pawn: 1.physics_body
(CollisionResponseType): [Read-Write] Physics Body: 4vehicle
(CollisionResponseType): [Read-Write] Vehicle: 5visibility
(CollisionResponseType): [Read-Write] Visibility: 2world_dynamic
(CollisionResponseType): [Read-Write] World Dynamic: 0world_static
(CollisionResponseType): [Read-Write] World Static: Reserved Engine Trace Channels- Note - If you change this (add/remove/modify)
you should make sure it matches with ECollisionChannel (including DisplayName) They has to be mirrored if serialized
- property camera: CollisionResponseType¶
[Read-Only] Camera: 3
- Type:
- property destructible: CollisionResponseType¶
[Read-Only] Destructible: 6
- Type:
- property dynamic: CollisionResponseType¶
‘dynamic’ was renamed to ‘world_dynamic’.
- Type:
deprecated
- property engine_trace_channel1: CollisionResponseType¶
[Read-Only] Engine Trace Channel 1: Unspecified Engine Trace Channels
- Type:
- property engine_trace_channel2: CollisionResponseType¶
[Read-Only] Engine Trace Channel 2: 8
- Type:
- property engine_trace_channel3: CollisionResponseType¶
[Read-Only] Engine Trace Channel 3: 9
- Type:
- property engine_trace_channel4: CollisionResponseType¶
[Read-Only] Engine Trace Channel 4: 10
- Type:
- property engine_trace_channel5: CollisionResponseType¶
[Read-Only] Engine Trace Channel 5: 11
- Type:
- property engine_trace_channel6: CollisionResponseType¶
[Read-Only] Engine Trace Channel 6: 12
- Type:
- property game_trace_channel1: CollisionResponseType¶
[Read-Only] Game Trace Channel 1: 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)))
- Type:
- property game_trace_channel10: CollisionResponseType¶
[Read-Only] Game Trace Channel 10: 22
- Type:
- property game_trace_channel11: CollisionResponseType¶
[Read-Only] Game Trace Channel 11: 23
- Type:
- property game_trace_channel12: CollisionResponseType¶
[Read-Only] Game Trace Channel 12: 24
- Type:
- property game_trace_channel13: CollisionResponseType¶
[Read-Only] Game Trace Channel 13: 25
- Type:
- property game_trace_channel14: CollisionResponseType¶
[Read-Only] Game Trace Channel 14: 26
- Type:
- property game_trace_channel15: CollisionResponseType¶
[Read-Only] Game Trace Channel 15: 27
- Type:
- property game_trace_channel16: CollisionResponseType¶
[Read-Only] Game Trace Channel 16: 28
- Type:
- property game_trace_channel17: CollisionResponseType¶
[Read-Only] Game Trace Channel 17: 28
- Type:
- property game_trace_channel18: CollisionResponseType¶
[Read-Only] Game Trace Channel 18: 30
- Type:
- property game_trace_channel2: CollisionResponseType¶
[Read-Only] Game Trace Channel 2: 14
- Type:
- property game_trace_channel3: CollisionResponseType¶
[Read-Only] Game Trace Channel 3: 15
- Type:
- property game_trace_channel4: CollisionResponseType¶
[Read-Only] Game Trace Channel 4: 16
- Type:
- property game_trace_channel5: CollisionResponseType¶
[Read-Only] Game Trace Channel 5: 17
- Type:
- property game_trace_channel6: CollisionResponseType¶
[Read-Only] Game Trace Channel 6: 18
- Type:
- property game_trace_channel7: CollisionResponseType¶
[Read-Only] Game Trace Channel 7: 19
- Type:
- property game_trace_channel8: CollisionResponseType¶
[Read-Only] Game Trace Channel 8: 20
- Type:
- property game_trace_channel9: CollisionResponseType¶
[Read-Only] Game Trace Channel 9: 21
- Type:
- property pawn: CollisionResponseType¶
[Read-Only] Pawn: 1.
- Type:
- property physics_body: CollisionResponseType¶
[Read-Only] Physics Body: 4
- Type:
- property rigid_body: CollisionResponseType¶
‘rigid_body’ was renamed to ‘physics_body’.
- Type:
deprecated
- property static: CollisionResponseType¶
‘static’ was renamed to ‘world_static’.
- Type:
deprecated
- property vehicle: CollisionResponseType¶
[Read-Only] Vehicle: 5
- Type:
- property visibility: CollisionResponseType¶
[Read-Only] Visibility: 2
- Type:
- property world_dynamic: CollisionResponseType¶
[Read-Only] World Dynamic: 0
- Type:
- property world_static: CollisionResponseType¶
[Read-Only] World Static: Reserved Engine Trace Channels
- Note - If you change this (add/remove/modify)
you should make sure it matches with ECollisionChannel (including DisplayName) They has to be mirrored if serialized
- Type: