Custom Collision Channels


This System uses custom collision channels which must be defined in any project using this system.

Custom collision channels can be set in Project Settings -> Engine|Collision


Projectile Collision Channel

Projectile collision channel is used by all kind of projectiles like bullets, arrows, fireballs etc.
It should be added as TraceChannel with default response set to Ignore.

Then for each collision preset we must setup response to this channel to define what can be hit by projectile and what should be ignored.
Anything that blocks this channel can be hit by projectile.

For example if we setup Pawn preset to Ignore - which is used by collision capsule of character then it will be ignored.
Instead set CharacterMesh preset to block projectile channel, then projectiles will skip capsule of character and hit directly character mesh.

You can set it up like in image below.

Anywhere in the system where Projectile channel is used, is taken from DCSLibrary -> GetProjectileChannel.
This way it can be controlled from one place.
If this function doesnt return type Projectile, please change it.


Interactable Object Channel

Another custom collision channel is Interactable.
It is used for interactable actors such as item pickups.
It should be added as ObjectChannel with default response set to Block.
In case of this collision type there is no need to setup it in Collision Presets.

Anywhere in the system where Interactable channel is used, is taken from DCSLibrary -> GetInteractableObjectTypes.
This way it can be controlled from one place.
If this function doesnt return type Interactable, please change it.