Collision Modes are what define how objects interact, either as part of the physics simulation, or when collision queries are done via linetracing or otherwise.

  • None: any and all collisions get ignored
  • Overlap: allows things to pass through, can report overlap events
  • Block: prevents thing from passing through, can report hit events

Interaction between none, overlap and block

Collisions are always decided between two things, and they may have conflicting modes for channels. For example, in a pawn colliding with another object, the object blocks a pawn, while the pawn ignores the object.

In this situation, the least blocking choice is always used. In the above example, the ignore mode would be used. In other words, overlap takes priority over blocking, and ignore takes priority over overlap and blocking.