- Create a trigger object with a sphere collider with the following collision settings:
- Generate overlap events
- Collision presets: Custom
- No Physics collision
- Object type: WorldDynamic
- Collision responses: ignore all but Pawn
Add the event OnComponentBeginOverlap on the collision collider, with a log printed.
- Create a character with a capsule collider having the following collision settings:
- Generate overlap events
- Collision presets: Custom
- Collision enabled
- Object type: Pawn
- Collision responses: block all but visibility (ignore)
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Simulate the game. The trigger log is printed when the character touches its sphere collider.
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Create a new object channel in the project settings as “MyObjectChannel”, with a default response as ignore. Restart the editor.
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Set the collision response of the character collider with the channel “MyObjectChannel” to “Block”.
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Set the object type of the trigger collider to “MyObjectChannel”.
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Simulate the game. Nothing happens when the character enters the trigger collider (not even with a breakpoint in the overlap begin event)…
I expect the trigger collider to react when the character collider is overlapping, even with a custom object channel, but it doesn’t work. And as soon as I set its channel back to “WorldDynamic”, the overlap events are back!
What can I do?
I’ve created a small UE 4.7 project with these elements, you can test it and change the object type of the trigger object to see the problem.
http://1drv.ms/1FsBoEB