git clone https://github.com/ComeOnOliver/skillshub
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skills/quodsoler/unreal-engine-skills/ue-physics-collision/SKILL.mdUE 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
and"PhysicsCore"
in their"Engine"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:
- Collision setup — channels, profiles, responses on components
- Trace queries — line traces, sweeps, overlap queries for gameplay logic
- Collision events — OnComponentHit, OnBeginOverlap, OnEndOverlap delegates
- Physics simulation — rigid body sim, forces, impulses, damping, constraints
- 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
WorldCollision.hUWorldFHitResult 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
)
CollisionShape.hFCollisionShape 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
— physics collision(HitComp, OtherActor, OtherComp, NormalImpulse, FHitResult)
—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):
| Preset | Angular Limits | Linear Limits |
|---|---|---|
| Fixed | All locked | All locked |
| Hinge | One axis free | All locked |
| Prismatic | All locked | One axis free |
| Ball-and-Socket | All free | All 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
) owns the solver:ChaosScene.h
,StartFrame()
,SetUpForFrame()
.EndFrame()- Physics runs on a dedicated thread; game thread reads results at sync points.
- Substepping: enabled per Project Settings > Physics (
,MaxSubsteps
). Enable when small/fast objects tunnel through thin geometry — substepping divides the physics tick into smaller increments so collisions are not missed.MaxSubstepDeltaTime - Async physics: runs simulation on a separate thread with one-frame latency. Enable via
. UseUPhysicsSettings::bTickPhysicsAsync
on components that need physics-thread input callbacks.UAsyncPhysicsInputComponent
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
lifecycle, attachment, registrationUPrimitiveComponent
— trace-based sensing and navmesh overlap queriesue-ai-navigation
— targeting systems built on trace and overlap queriesue-gameplay-abilities
— delegate binding syntax and UFUNCTION requirementsue-cpp-foundations