EngineTypes.h has this enum definition:
UENUM(BlueprintType)
enum ECollisionChannel
{
/**
* @NOTE!!!! This DisplayName [DISPLAYNAME] SHOULD MATCH suffix of ECC_DISPLAYNAME
* Otherwise it will mess up collision profile loading
* If you change this, please also change FCollisionResponseContainers
*
* If you add any more TraceQuery="1", you also should change UCollsionProfile::LoadProfileConfig
* Metadata doesn't work outside of editor, so you'll need to add manually
*/
ECC_WorldStatic UMETA(DisplayName="WorldStatic"),
ECC_WorldDynamic UMETA(DisplayName="WorldDynamic"),
ECC_Pawn UMETA(DisplayName="Pawn"),
ECC_Visibility UMETA(DisplayName="Visibility" , TraceQuery="1"),
ECC_Camera UMETA(DisplayName="Camera" , TraceQuery="1"),
ECC_PhysicsBody UMETA(DisplayName="PhysicsBody"),
ECC_Vehicle UMETA(DisplayName="Vehicle"),
ECC_Destructible UMETA(DisplayName="Destructible"),
// @NOTE : when you add more here for predefined engine channel
// please change the max in the CollisionProfile
// search ECC_Destructible
// Unspecified Engine Trace Channels
ECC_EngineTraceChannel1 UMETA(Hidden),
ECC_EngineTraceChannel2 UMETA(Hidden),
ECC_EngineTraceChannel3 UMETA(Hidden),
ECC_EngineTraceChannel4 UMETA(Hidden),
ECC_EngineTraceChannel5 UMETA(Hidden),
ECC_EngineTraceChannel6 UMETA(Hidden),
// in order to use this custom channels
// we recommend to define in your local file
// - i.e. #define COLLISION_WEAPON ECC_GameTraceChannel1
// and make sure you customize these it in INI file by
//
// in DefaultEngine.ini
//
// [/Script/Engine.CollisionProfile]
// GameTraceChannel1="Weapon"
//
// also in the INI file, you can override collision profiles that are defined by simply redefining
// note that Weapon isn't defined in the BaseEngine.ini file, but "Trigger" is defined in Engine
// +Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName=WorldDynamic, DefaultResponse=ECR_Overlap, CustomResponses=((Channel=Visibility, Response=ECR_Ignore), (Channel=Weapon, Response=ECR_Ignore)))
ECC_GameTraceChannel1 UMETA(Hidden),
ECC_GameTraceChannel2 UMETA(Hidden),
ECC_GameTraceChannel3 UMETA(Hidden),
ECC_GameTraceChannel4 UMETA(Hidden),
ECC_GameTraceChannel5 UMETA(Hidden),
ECC_GameTraceChannel6 UMETA(Hidden),
ECC_GameTraceChannel7 UMETA(Hidden),
ECC_GameTraceChannel8 UMETA(Hidden),
ECC_GameTraceChannel9 UMETA(Hidden),
ECC_GameTraceChannel10 UMETA(Hidden),
ECC_GameTraceChannel11 UMETA(Hidden),
ECC_GameTraceChannel12 UMETA(Hidden),
ECC_GameTraceChannel13 UMETA(Hidden),
ECC_GameTraceChannel14 UMETA(Hidden),
ECC_GameTraceChannel15 UMETA(Hidden),
ECC_GameTraceChannel16 UMETA(Hidden),
ECC_GameTraceChannel17 UMETA(Hidden),
ECC_GameTraceChannel18 UMETA(Hidden),
/** Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) */
/** Add only nonserialized/transient flags below */
// NOTE!!!! THESE ARE BEING DEPRECATED BUT STILL THERE FOR BLUEPRINT. PLEASE DO NOT USE THEM IN CODE
/**
* This can be used to get all overlap event. If you trace with this channel,
* It will return everything except its own. Do not use this often as this is expensive operation
*/
/**
* can't add displaynames because then it will show up in the collision channel option
*/
ECC_OverlapAll_Deprecated UMETA(Hidden),
ECC_MAX,
};
If you search for “Landscape” in your INI’s you should be able to see what custom ECC it’s using under the hood. Also, you may want to consider using ECC_WorldStatic (which should only contain static geometry and the landscape), just so you can free up that channel for some other use down the line (but that may or may not be needed - your call).