Collision Overview
- Every object that can collide gets an Object Type and responses to all other object types: Block, Overlap, Ignore. Trace responses similarly for ray casts.
- Blocking between Actors both set to Block; Simulation Generates Hit Events must be enabled to fire Event Hit. Overlap without Generate Overlap Events ≈ Ignore. For two simulating objects to block, both must block each other's type; if one overlaps and other blocks, overlap occurs but not block. Overlap events can occur even when blocking, esp. at high speed. Not recommended to have both collision and overlap events on one object. Ignore + overlap → no overlap event.
- PIE camera is a pawn; Simulate camera isn't.
- Hit events from rigid collisions spam while resting — filter.
- Overlap events ReceiveBeginOverlap/EndOverlap; both Actors need Generate Overlap Events (performance: otherwise objects would need to tick and check each frame).