Skillshub ue-physics-collision

UE Physics & Collision

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UE Physics & Collision

You are an expert in Unreal Engine's physics and collision systems, including collision channels, trace queries, collision events, physics bodies, and the Chaos physics engine.


Step 1: Read Project Context

Read

.agents/ue-project-context.md
to confirm:

  • UE version (Chaos is the default physics backend from UE 5.0; PhysX was deprecated)
  • Which modules need
    "PhysicsCore"
    and
    "Engine"
    in their
    Build.cs
  • Whether the project uses skeletal meshes with physics assets, or primarily static mesh collision
  • Dedicated server targets (affects whether physics simulation should run server-side)

Step 2: Identify the Need

Ask which area applies if not stated:

  1. Collision setup — channels, profiles, responses on components
  2. Trace queries — line traces, sweeps, overlap queries for gameplay logic
  3. Collision events — OnComponentHit, OnBeginOverlap, OnEndOverlap delegates
  4. Physics simulation — rigid body sim, forces, impulses, damping, constraints
  5. Physical materials — friction, restitution, surface type detection

Collision Channels & Profiles

ECollisionChannel — built-in channels

ECC_WorldStatic, ECC_WorldDynamic, ECC_Pawn, ECC_PhysicsBody,
ECC_Vehicle, ECC_Destructible               // object channels (what an object IS)
ECC_Visibility, ECC_Camera                  // trace channels (used for queries)
// Custom: ECC_GameTraceChannel1..ECC_GameTraceChannel18

Responses:

ECR_Ignore
/
ECR_Overlap
(events, no block) /
ECR_Block
(physical block + events).

Built-in profiles:

BlockAll
,
BlockAllDynamic
,
OverlapAll
,
OverlapAllDynamic
,
Pawn
,
PhysicsActor
,
NoCollision
.

Setting Collision in C++

MyMesh->SetCollisionProfileName(TEXT("BlockAll"));        // preferred — sets all at once
MyMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
// ECollisionEnabled: NoCollision | QueryOnly | PhysicsOnly | QueryAndPhysics
MyMesh->SetCollisionObjectType(ECC_PhysicsBody);
MyMesh->SetCollisionResponseToAllChannels(ECR_Block);
MyMesh->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
MyMesh->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore);

Object Type Channels vs Trace Channels

Object type channels describe what an actor IS (Pawn, WorldDynamic, Vehicle). Every component has exactly one object type. Trace channels are used for queries — they define what a trace is LOOKING FOR (Visibility, Camera, Weapon). This distinction determines which query function to use:

ByObjectType
matches the target's object type channel;
ByChannel
uses the querier's trace channel and checks responses. Most gameplay traces use trace channels (
ECC_Visibility
, custom
Weapon
); overlap queries for "find all pawns" use object type (
ECC_Pawn
).

Custom Channels — DefaultEngine.ini

[/Script/Engine.CollisionProfile]
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Weapon")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Interactable")
+Profiles=(Name="Interactable",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Interactable",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Block)))

bTraceType=True
= trace channel;
bTraceType=False
= object type channel. They use separate query functions.

See

references/collision-channel-setup.md
for full profile examples.


Trace Queries

FCollisionQueryParams

FCollisionQueryParams Params;
Params.TraceTag                = TEXT("WeaponTrace"); // for profiling/debug
Params.bTraceComplex           = false;  // false=simple hull (fast); true=per-poly (expensive)
Params.bReturnPhysicalMaterial = true;   // populates Hit.PhysMaterial
Params.bReturnFaceIndex        = false;  // expensive, only when needed
Params.AddIgnoredActor(this);
Params.AddIgnoredComponent(MyComp);

World-Level Trace Functions (C++) — from
WorldCollision.h
via
UWorld

FHitResult Hit;
// By trace channel
GetWorld()->LineTraceSingleByChannel(Hit, Start, End, ECC_Visibility, Params);
GetWorld()->LineTraceMultiByChannel(Hits, Start, End, ECC_Visibility, Params);
// By object type
FCollisionObjectQueryParams ObjParams(ECC_PhysicsBody);
ObjParams.AddObjectTypesToQuery(ECC_WorldDynamic);
GetWorld()->LineTraceSingleByObjectType(Hit, Start, End, ObjParams, Params);
// By profile
GetWorld()->LineTraceSingleByProfile(Hit, Start, End, TEXT("BlockAll"), Params);

Sweep Queries — FCollisionShape (from
CollisionShape.h
)

FCollisionShape Sphere  = FCollisionShape::MakeSphere(30.f);
FCollisionShape Box     = FCollisionShape::MakeBox(FVector(50.f, 50.f, 50.f));
FCollisionShape Capsule = FCollisionShape::MakeCapsule(34.f, 88.f); // radius, half-height

GetWorld()->SweepSingleByChannel(Hit, Start, End, FQuat::Identity, ECC_Pawn, Sphere, Params);
GetWorld()->SweepMultiByChannel(Hits, Start, End, FQuat::Identity, ECC_Pawn, Sphere, Params);
GetWorld()->SweepSingleByObjectType(Hit, Start, End, FQuat::Identity, ObjParams, Sphere, Params);
GetWorld()->SweepSingleByProfile(Hit, Start, End, FQuat::Identity, TEXT("Pawn"), Sphere, Params);

Overlap Queries

TArray<FOverlapResult> Overlaps;
GetWorld()->OverlapMultiByObjectType(Overlaps, Center, FQuat::Identity,
    FCollisionObjectQueryParams(ECC_Pawn), FCollisionShape::MakeSphere(500.f), Params);
for (const FOverlapResult& R : Overlaps) { AActor* A = R.GetActor(); }

// By trace channel (uses channel responses, not object type matching):
GetWorld()->OverlapMultiByChannel(
    Overlaps, Center, FQuat::Identity, ECC_Pawn,
    FCollisionShape::MakeSphere(Radius), QueryParams);

FHitResult — Key Fields

Hit.bBlockingHit;          // true if blocking
Hit.ImpactPoint;           // world space contact point
Hit.ImpactNormal;          // surface normal
Hit.Distance;              // from Start to impact
Hit.BoneName;              // skeletal mesh bone
Hit.GetActor();
Hit.GetComponent();
// Physical material (requires bReturnPhysicalMaterial=true):
if (UPhysicalMaterial* M = Hit.PhysMaterial.Get())
    EPhysicalSurface S = UPhysicalMaterial::DetermineSurfaceType(M);

Blueprint-Layer Traces (UKismetSystemLibrary)

#include "Kismet/KismetSystemLibrary.h"
TArray<AActor*> Ignore = { this };
// LineTrace with debug draw (ETraceTypeQuery maps to ECollisionChannel)
UKismetSystemLibrary::LineTraceSingle(this, Start, End,
    ETraceTypeQuery::TraceTypeQuery1, false, Ignore, EDrawDebugTrace::ForDuration, Hit, true);
// SphereTrace
UKismetSystemLibrary::SphereTraceSingle(this, Start, End, 50.f,
    ETraceTypeQuery::TraceTypeQuery1, false, Ignore, EDrawDebugTrace::ForOneFrame, Hit, true);
// By profile
UKismetSystemLibrary::LineTraceSingleByProfile(this, Start, End,
    TEXT("BlockAll"), false, Ignore, EDrawDebugTrace::None, Hit, true);

Async Traces

FTraceHandle Handle = GetWorld()->AsyncLineTraceByChannel(
    EAsyncTraceType::Single, Start, End, ECC_Visibility, Params);
// Read next frame:
FTraceDatum Datum;
if (GetWorld()->QueryTraceData(Handle, Datum) && Datum.OutHits.Num() > 0)
    FHitResult& Hit = Datum.OutHits[0];

Debug Visualization

#if ENABLE_DRAW_DEBUG
DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 2.f);
DrawDebugSphere(GetWorld(), HitResult.ImpactPoint, 10.f, 12, FColor::Green, false, 2.f);
#endif

DrawDebugLine
/
DrawDebugSphere
are from
DrawDebugHelpers.h
. Wrap in
ENABLE_DRAW_DEBUG
so they compile out in shipping builds. The bool param is
bPersistentLines
; the float param is
LifeTime
in seconds.

See

references/trace-patterns.md
for full gameplay patterns (hitscan, melee sweep, AoE, ground detection, async sensors).


Collision Events

Delegate declarations from

PrimitiveComponent.h
:

  • OnComponentHit
    (HitComp, OtherActor, OtherComp, NormalImpulse, FHitResult)
    — physics collision
  • OnComponentBeginOverlap
    (OverlappedComp, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult)
  • OnComponentEndOverlap
    (OverlappedComp, OtherActor, OtherComp, OtherBodyIndex)
// Hit events (physics collision)
MyMesh->SetNotifyRigidBodyCollision(true);  // "Simulation Generates Hit Events"
MyMesh->OnComponentHit.AddDynamic(this, &AMyActor::OnHit);

UFUNCTION()
void AMyActor::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor,
                      UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) {}

// Overlap events — SetGenerateOverlapEvents(true) REQUIRED on BOTH components
MyMesh->SetGenerateOverlapEvents(true);
MyMesh->OnComponentBeginOverlap.AddDynamic(this, &AMyActor::OnBeginOverlap);
MyMesh->OnComponentEndOverlap.AddDynamic(this, &AMyActor::OnEndOverlap);

UFUNCTION()
void AMyActor::OnBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
    UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) {}

UFUNCTION()
void AMyActor::OnEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
    UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) {}

Requirements: Hit:

QueryAndPhysics
,
ECR_Block
on both,
SetNotifyRigidBodyCollision(true)
. Overlap:
ECR_Overlap
on both,
SetGenerateOverlapEvents(true)
on both.


Physics Bodies

// Enable simulation (PrimitiveComponent.h / BodyInstanceCore.h)
MyMesh->SetSimulatePhysics(true);
MyMesh->SetEnableGravity(true);
MyMesh->SetMassOverrideInKg(NAME_None, 50.f, true); // 50 kg
MyMesh->SetLinearDamping(0.1f);
MyMesh->SetAngularDamping(0.05f);
float Mass = MyMesh->GetMass();

// Forces and impulses
MyMesh->AddImpulse(FVector(0,0,1000), NAME_None, false);       // bVelChange=true ignores mass
MyMesh->AddImpulseAtLocation(FVector(500,0,0), HitPoint);      // adds torque
MyMesh->AddForce(FVector(0,0,9800), NAME_None, false);          // continuous (per tick)
MyMesh->AddRadialImpulse(Center, 500.f, 2000.f, RIF_Linear, false);
MyMesh->SetPhysicsLinearVelocity(FVector(0,0,300));             // use sparingly

FBodyInstanceCore key flags (set via UPROPERTY/editor):

bSimulatePhysics
,
bOverrideMass
,
bEnableGravity
,
bAutoWeld
,
bStartAwake
,
bGenerateWakeEvents
,
bUpdateKinematicFromSimulation
.

Collision complexity (

BodySetupEnums.h
):
CTF_UseDefault
,
CTF_UseSimpleAndComplex
,
CTF_UseSimpleAsComplex
,
CTF_UseComplexAsSimple
(expensive, static only for physics).

Physics Constraints

UPhysicsConstraintComponent* C = NewObject<UPhysicsConstraintComponent>(this);
C->SetupAttachment(RootComponent);
C->SetConstrainedComponents(MeshA, NAME_None, MeshB, NAME_None);
C->SetAngularSwing1Limit(EAngularConstraintMotion::ACM_Limited, 45.f);
C->SetAngularTwistLimit(EAngularConstraintMotion::ACM_Free, 0.f);
C->SetLinearXLimit(ELinearConstraintMotion::LCM_Locked, 0.f);
C->RegisterComponent();

Named constraint presets (set via

ConstraintProfile
or editor Preset dropdown):

PresetAngular LimitsLinear Limits
FixedAll lockedAll locked
HingeOne axis freeAll locked
PrismaticAll lockedOne axis free
Ball-and-SocketAll freeAll locked

Physical Materials (UPhysicalMaterial)

From

PhysicalMaterials/PhysicalMaterial.h
:

float Friction;       // kinetic (0 = frictionless)
float StaticFriction; // before sliding starts
float Restitution;    // 0 (no bounce) to 1 (elastic)
float Density;        // g/cm^3 — used to compute mass from shape volume
EPhysicalSurface SurfaceType; // SurfaceType_Default, SurfaceType1..SurfaceType62
// FrictionCombineMode / RestitutionCombineMode: Average, Min, Multiply, Max

// Runtime override
MyMesh->SetPhysMaterialOverride(MyPhysMaterial);

// Detect surface from trace (requires bReturnPhysicalMaterial=true)
if (UPhysicalMaterial* M = Hit.PhysMaterial.Get())
{
    EPhysicalSurface S = UPhysicalMaterial::DetermineSurfaceType(M);
    switch (S) { case SurfaceType1: /* Metal */ break; }
}

Chaos Physics (UE5)

UE5 uses Chaos by default (PhysX removed). Key architecture:

  • FChaosScene
    (
    ChaosScene.h
    ) owns the solver:
    StartFrame()
    ,
    SetUpForFrame()
    ,
    EndFrame()
    .
  • Physics runs on a dedicated thread; game thread reads results at sync points.
  • Substepping: enabled per Project Settings > Physics (
    MaxSubsteps
    ,
    MaxSubstepDeltaTime
    ). Enable when small/fast objects tunnel through thin geometry — substepping divides the physics tick into smaller increments so collisions are not missed.
  • Async physics: runs simulation on a separate thread with one-frame latency. Enable via
    UPhysicsSettings::bTickPhysicsAsync
    . Use
    UAsyncPhysicsInputComponent
    on components that need physics-thread input callbacks.

Key

UPhysicsSettingsCore
fields (
PhysicsSettingsCore.h
):

float DefaultGravityZ;         // -980 cm/s^2 default
float BounceThresholdVelocity; // min velocity to bounce
float MaxAngularVelocity;      // rad/s cap
float MaxDepenetrationVelocity;
float ContactOffsetMultiplier; // contact shell size
FChaosSolverConfiguration SolverOptions;

EPhysicalSurface: 62 configurable slots (

SurfaceType1..SurfaceType62
) mapped in Project Settings > Physics > Physical Surface.

Geometry Collections (Chaos Destructibles): use

UGeometryCollectionComponent
. Fracture thresholds driven by
FPhysicalMaterialStrength
(TensileStrength, CompressionStrength, ShearStrength) and
FPhysicalMaterialDamageModifier
(DamageThresholdMultiplier) on
UPhysicalMaterial
.


Cloth Simulation

// Cloth uses UClothingAssetBase attached to USkeletalMeshComponent
// Enable in Mesh asset: Clothing → Add Clothing Data
// C++ access:
USkeletalMeshComponent* Mesh = GetMesh();
if (UClothingSimulationInteractor* Cloth = Mesh->GetClothingSimulationInteractor())
{
    Cloth->PhysicsAssetUpdated();             // re-sync after physics asset change
    Cloth->SetAnimDriveSpringStiffness(10.f); // blend anim ↔ cloth
}

Field System

Field System actors apply forces, strain, and anchors to Chaos destruction and cloth:

// Place AFieldSystemActor in level, add field nodes:
// URadialFalloff — distance-based falloff
// URadialVector — directional force from center
// UUniformVector — constant directional force
// UBoxFalloff — box-shaped field region

// Trigger destruction at runtime:
AFieldSystemActor* FieldActor = GetWorld()->SpawnActor<AFieldSystemActor>();
URadialFalloff* Falloff = NewObject<URadialFalloff>(FieldActor);
Falloff->SetRadialFalloff(1000000.f, 0.8f, 1.f, 0.f, 500.f, FVector::ZeroVector, EFieldFalloffType::Field_Falloff_Linear);
UFieldSystemMetaDataFilter* Meta = NewObject<UFieldSystemMetaDataFilter>(FieldActor);
Meta->SetMetaDataFilterType(EFieldFilterType::Field_Filter_All, EFieldObjectType::Field_Object_All, EFieldPositionType::Field_Position_CenterOfMass);
FieldActor->GetFieldSystemComponent()->ApplyPhysicsField(true, EFieldPhysicsType::Field_ExternalClusterStrain, Meta, Falloff);

Common Mistakes & Anti-Patterns

Wrong collision responses: Overlap events require

ECR_Overlap
AND
bGenerateOverlapEvents=true
on BOTH components.

Traces every Tick on many actors: Use async traces or throttle to 5–10 Hz with a timer.

QueryOnly vs PhysicsOnly confusion:

QueryOnly
= traces only, no physics forces.
PhysicsOnly
= forces only, traces skip it. Use
QueryAndPhysics
for both.

Complex collision in traces:

bTraceComplex=true
is 4–10x more expensive. Default
false
; only enable for precise terrain interaction.

Missing

SetNotifyRigidBodyCollision
:
OnComponentHit
will never fire without it — this flag ("Simulation Generates Hit Events") is separate from collision response.

Sweep vs overlap: Sweep = shape moving along a path (movement, projectile). Overlap = shape at fixed point (AoE, proximity). Don't substitute one for the other.

Physics on dedicated servers: Disable skeletal ragdolls with

bSimulateSkeletalMeshOnDedicatedServer=false
unless server accuracy is required.

Multiplayer & Replicated Actor Collision

In multiplayer, physics simulation runs on the server. Collision events (

OnComponentHit
,
OnBeginOverlap
) fire on the server only by default — clients do not receive these events unless you replicate them explicitly via RPCs. Clients see physics-simulated actor positions via
FRepMovement
(the replicated transform + velocity struct behind
bReplicateMovement
). Setting
bReplicateMovement = true
on an actor syncs its transform and linear/angular velocity; the underlying physics state itself is not replicated. For client-predicted physics (e.g., projectiles), simulate locally on the client and reconcile with server authority on correction. Cosmetic-only physics — ragdolls, debris, environmental props — can simulate on clients independently without server involvement, since visual fidelity matters more than authority.


Required Module Dependencies

// Build.cs
PublicDependencyModuleNames.AddRange(new string[] {
    "Core", "CoreUObject",
    "Engine",      // UPrimitiveComponent, FHitResult, UWorld trace API
    "PhysicsCore", // UPhysicalMaterial, FCollisionShape, FBodyInstanceCore
});

Related Skills

  • ue-actor-component-architecture
    UPrimitiveComponent
    lifecycle, attachment, registration
  • ue-ai-navigation
    — trace-based sensing and navmesh overlap queries
  • ue-gameplay-abilities
    — targeting systems built on trace and overlap queries
  • ue-cpp-foundations
    — delegate binding syntax and UFUNCTION requirements