Ue Physics Collision

quodsoler/unreal-engine-skills/skills/ue-physics-collision

作者 quodsolerf3742d7b688690810df369802b90430324e380b9无许可证收录于 2026年10月9日更新于 2026年10月9日

Use when setting up collision channels and profiles, running line/sweep/overlap queries, wiring hit and overlap events, or simulating rigid bodies in Unreal Engine C++. Also use when the user mentions 'collision channel', 'collision profile', 'LineTraceSingleByChannel', 'SweepSingleByChannel', 'OverlapMultiByObjectType', 'FHitResult', 'FCollisionQueryParams', 'FCollisionShape', 'OnComponentHit', 'OnComponentBeginOverlap', 'SetCollisionProfileName', 'SetSimulatePhysics', 'AddRadialImpulse', 'ragdoll', 'Chaos solver', 'ECC_GameTraceChannel1', or 'my overlap never fires'. For component attachment, see ue-actor-component-architecture; for capsule floor checks, see ue-character-movement.

AI 生成的概览

面向虚幻引擎 5.8 C++ 的碰撞通道、射线查询、碰撞事件与刚体物理参考指南。

功能
该技能提供虚幻引擎 5.8 C++ 方面的指导,涵盖碰撞通道与碰撞配置文件、线/扫描/重叠世界查询、FHitResult 字段、命中与重叠事件的绑定,以及带力、约束和布娃娃的刚体模拟。内容包括代码片段、引擎头文件引用、ini 配置示例,以及两份关于通道设置和射线模式的参考文档。它产出的是说明性指令和代码示例,而非可执行结果。
适用场景
在编写或调试涉及碰撞通道、碰撞配置文件、射线、扫描、重叠、命中或重叠委托以及刚体模拟的虚幻引擎 C++ 代码时使用。也适用于询问 LineTraceSingleByChannel、FHitResult、SetCollisionProfileName 或 SetSimulatePhysics 等具体 API 的问题。
运行要求
不含脚本,仅为说明和参考文档。所述工作面向虚幻引擎 5.8 C++ 项目,需要 Engine 与 PhysicsCore 模块,可选使用 Chaos、GeometryCollectionEngine 和 FieldSystemEngine。若存在 .agents/ue-project-context.md 项目上下文文件,可能会读取它。

UE Physics & Collision

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Collision and physics live in the Engine module (UPrimitiveComponent, UWorld queries, FHitResult, UCollisionProfile) and the PhysicsCore module (FCollisionShape, UPhysicalMaterial, FBodyInstanceCore, ECollisionTraceFlag, EPhysicalSurface). The simulator itself is Chaos (Chaos / ChaosSolverEngine modules); destruction adds GeometryCollectionEngine and FieldSystemEngine. Most gameplay code only needs "Engine" and "PhysicsCore" in Build.cs.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
Channels, profiles, DefaultEngine.ini, responsesCollision Channels and Profiles
Line traces, sweeps, overlap queries, async tracesTrace Sweep and Overlap Queries
Reading what a query hitFHitResult
OnComponentHit, OnComponentBeginOverlap, wake/sleepCollision Events
Rigid bodies, impulses, forces, mass, damping, sleepingPhysics Bodies and Forces
Joints, radial force fields, ragdollsConstraints Radial Force and Ragdolls
Friction, restitution, surface typesPhysical Materials
Solver settings, substepping, CVars, physics-thread ticksChaos Solver and Async Physics
Replicated physics, resimulation, predictive interpolationNetwork Physics

Collision Channels and Profiles

ECollisionChannel (Engine/EngineTypes.h:1098) has 8 engine channels, 6 hidden engine slots and 50 game slots (64 total; ECC_GameTraceChannel50 at :1168):

cpp
ECC_WorldStatic, ECC_WorldDynamic, ECC_Pawn, ECC_PhysicsBody,ECC_Vehicle, ECC_Destructible                 // object channels (what a component IS)ECC_Visibility, ECC_Camera                    // trace channels (what a query LOOKS FOR)ECC_GameTraceChannel1 ... ECC_GameTraceChannel50  // project slots, either kind
  • Object channel — every component has exactly one, set with SetCollisionObjectType. Matched by *ByObjectType queries.
  • Trace channel — never an object type; a query passes it to *ByChannel and each component's response to that channel decides block/overlap/ignore.
  • ECollisionResponse (Engine/EngineTypes.h:1346): ECR_Ignore, ECR_Overlap, ECR_Block.
  • ECollisionEnabled::Type (Engine/EngineTypes.h:1805): NoCollision, QueryOnly, PhysicsOnly, QueryAndPhysics, ProbeOnly, QueryAndProbe.
cpp
#include "Components/PrimitiveComponent.h"
MyMesh->SetCollisionProfileName(TEXT("BlockAllDynamic"));   // preferred: one call sets everythingMyMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);MyMesh->SetCollisionObjectType(ECC_PhysicsBody);MyMesh->SetCollisionResponseToAllChannels(ECR_Block);MyMesh->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);MyMesh->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore);
FCollisionResponseContainer Responses(ECR_Ignore);Responses.SetResponse(ECC_Visibility, ECR_Block);MyMesh->SetCollisionResponseToChannels(Responses);

SetCollisionProfileName overwrites every manual response, so apply the profile first and the per-channel overrides after.

Engine profiles shipped in Config/BaseEngine.ini under [/Script/Engine.CollisionProfile]: NoCollision, BlockAll, OverlapAll, BlockAllDynamic, OverlapAllDynamic, IgnoreOnlyPawn, OverlapOnlyPawn, Pawn, Spectator, CharacterMesh, PhysicsActor, Destructible, InvisibleWall, InvisibleWallDynamic, Trigger, Ragdoll, Vehicle, UI, WaterBodyCollision.

Custom channels and profiles are config-only — there is no runtime API to create one:

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="MyInteractable",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Interactable",CustomResponses=((Channel="Weapon",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Block)),HelpMessage="Interactable props")+EditProfiles=(Name="Pawn",CustomResponses=((Channel="Weapon",Response=ECR_Block)))

bTraceType=True declares a trace channel, False an object channel. +Profiles= adds or replaces a whole profile; +EditProfiles= only patches responses on an existing one (Engine/CollisionProfile.h:160-190). UCollisionProfile::Get() reads the table and UCollisionProfile::LoadProfileConfig(bool bForceInit) (Engine/CollisionProfile.h:237) re-reads it after a config change.

See collision-channel-setup.md [blocked] for full profile sets, the ini reference and a debugging checklist.

Trace Sweep and Overlap Queries

All world queries are const members of UWorld (Engine/World.h:2128-2441). Three families, each in Test / Single / Multi form:

SuffixSelects byExtra parameter
ByChannelthe querier's trace channel vs each component's responseECollisionChannel TraceChannel, optional FCollisionResponseParams
ByObjectTypethe target component's object channelconst FCollisionObjectQueryParams&
ByProfilethe channel and responses stored in a named profileFName ProfileName
cpp
#include "Engine/World.h"#include "Engine/HitResult.h"#include "CollisionQueryParams.h"#include "CollisionShape.h"
FCollisionQueryParams Params(TEXT("MyWeaponTrace"), /*bTraceComplex=*/false, GetOwner());Params.bReturnPhysicalMaterial = true;   // fills Hit.PhysMaterialParams.bReturnFaceIndex        = false;  // fills Hit.FaceIndex; expensiveParams.bIgnoreTouches          = true;   // discard ECR_Overlap results (bIgnoreBlocks is the inverse)Params.bFindInitialOverlaps    = true;   // report shapes already overlapping at StartParams.MobilityType            = EQueryMobilityType::Any;  // Any | Static | DynamicParams.AddIgnoredActor(GetOwner());Params.AddIgnoredComponent(MyMesh.Get());   // .Get(): a TObjectPtr member is ambiguous (CollisionQueryParams.h:267-269)
FHitResult Hit;GetWorld()->LineTraceSingleByChannel(Hit, Start, End, ECC_Visibility, Params);
TArray<FHitResult> Hits;GetWorld()->LineTraceMultiByChannel(Hits, Start, End, ECC_GameTraceChannel1, Params);
FCollisionObjectQueryParams ObjParams(ECC_Pawn);ObjParams.AddObjectTypesToQuery(ECC_PhysicsBody);GetWorld()->LineTraceSingleByObjectType(Hit, Start, End, ObjParams, Params);
GetWorld()->LineTraceSingleByProfile(Hit, Start, End, TEXT("BlockAll"), Params);
const bool bAnythingThere = GetWorld()->LineTraceTestByChannel(Start, End, ECC_Visibility, Params);

TraceTag is the first constructor argument; it also drives the TraceTagAll / named-tag debug drawing in the console.

Sweeps take a rotation and an FCollisionShape (PhysicsCore/Public/CollisionShape.h:284-316):

cpp
const FCollisionShape Sphere  = FCollisionShape::MakeSphere(30.f);                  // radiusconst FCollisionShape Box     = FCollisionShape::MakeBox(FVector(50.f, 30.f, 80.f));// half-extentsconst FCollisionShape Capsule = FCollisionShape::MakeCapsule(34.f, 88.f);           // radius, half-height
GetWorld()->SweepSingleByChannel(Hit, Start, End, FQuat::Identity, ECC_Pawn, Capsule, Params);GetWorld()->SweepMultiByChannel(Hits, Start, End, FQuat::Identity, ECC_Pawn, Sphere, Params);GetWorld()->SweepSingleByObjectType(Hit, Start, End, FQuat::Identity, ObjParams, Box, Params);GetWorld()->SweepSingleByProfile(Hit, Start, End, FQuat::Identity, TEXT("Pawn"), Capsule, Params);

GetCapsuleHalfHeight() includes the end radius; GetCapsuleAxisHalfLength() is the shaft only.

Overlaps are stationary shape tests returning FOverlapResult (Engine/OverlapResult.h:12):

cpp
#include "Engine/OverlapResult.h"
TArray<FOverlapResult> Overlaps;GetWorld()->OverlapMultiByObjectType(Overlaps, Center, FQuat::Identity,    FCollisionObjectQueryParams(ECC_Pawn), FCollisionShape::MakeSphere(500.f), Params);GetWorld()->OverlapMultiByChannel(Overlaps, Center, FQuat::Identity, ECC_Pawn,    FCollisionShape::MakeSphere(500.f), Params);
const bool bBlocked = GetWorld()->OverlapAnyTestByChannel(Center, FQuat::Identity,    ECC_WorldStatic, FCollisionShape::MakeBox(FVector(40.f)), Params);
for (const FOverlapResult& Result : Overlaps){    AActor* Actor = Result.GetActor();    UPrimitiveComponent* Comp = Result.GetComponent();}

OverlapAnyTestByChannel stops at the first block or touch; OverlapBlockingTestByChannel ignores touches. When the query is "what is my own component already touching", use UPrimitiveComponent::GetOverlappingActors or ComponentOverlapComponent instead of a world query.

Async traces queue this frame and are readable next frame (Engine/World.h:2522, WorldCollision.h:148):

cpp
#include "WorldCollision.h"
// EAsyncTraceType: Test | Single | MultiFTraceHandle Handle = GetWorld()->AsyncLineTraceByChannel(    EAsyncTraceType::Single, Start, End, ECC_Visibility, Params);
FTraceDatum Datum;if (GetWorld()->QueryTraceData(Handle, Datum) && Datum.OutHits.Num() > 0){    const FHitResult& First = Datum.OutHits[0];}

Passing a FTraceDelegate* (DECLARE_DELEGATE_TwoParams(FTraceDelegate, const FTraceHandle&, FTraceDatum&)) instead calls you back when the batch completes.

See trace-patterns.md [blocked] for hitscan, melee sweep, interaction, ground check, AoE, line-of-sight and async sensor patterns, plus the Blueprint-layer UKismetSystemLibrary wrappers and performance guidance.

FHitResult

Engine/HitResult.h. Actor is no longer a member — the actor is reached through an accessor.

cpp
Hit.bBlockingHit;        // :107  false for a touch-only resultHit.bStartPenetrating;   // :116  query began already overlapping; PenetrationDepth :91Hit.Time;                // :33   0..1 along Start->End;  Distance :37 in cmHit.Location;            // :45   where the swept shape's origin ended upHit.ImpactPoint;         // :53   surface contact pointHit.Normal;              // :61   normal opposing movement at LocationHit.ImpactNormal;        // :69   geometric surface normal at ImpactPointHit.TraceStart;          // :76;  TraceEnd :83Hit.Item;                // :99   instance index (ISM/HISM); ElementIndex :103 shape indexHit.FaceIndex;           // :26   needs Params.bReturnFaceIndexHit.BoneName;            // :141  bone hit;  MyBoneName :145 our own boneHit.PhysMaterial;        // :123  TWeakObjectPtr, needs bReturnPhysicalMaterial
AActor* HitActor = Hit.GetActor();                 // :211UPrimitiveComponent* HitComp = Hit.GetComponent(); // :227FActorInstanceHandle Handle = Hit.GetHitObjectHandle(); // :216, lightweight instances

For a Multi query only the last element can be a blocking hit; every earlier element is a touch.

Collision Events

Delegates are sparse dynamic multicast, so handlers must be UFUNCTION()-declared in the header with exactly the delegate's parameter list, or AddDynamic fails to bind at runtime. Signatures from Components/PrimitiveComponent.h:274-282 and GameFramework/Actor.h:194-196:

DelegateParameters
FComponentHitSignatureUPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit
FComponentBeginOverlapSignatureUPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult
FComponentEndOverlapSignatureUPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex
FComponentWakeSignature / FComponentSleepSignatureUPrimitiveComponent* WakingComponent (SleepingComponent), FName BoneName
FActorBeginOverlapSignature / FActorEndOverlapSignatureAActor* OverlappedActor, AActor* OtherActor
FActorHitSignatureAActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit
cpp
// MyPickup.h#pragma once
#include "CoreMinimal.h"#include "GameFramework/Actor.h"#include "Engine/HitResult.h"#include "MyPickup.generated.h"
UCLASS()class MYGAME_API AMyPickup : public AActor{	GENERATED_BODY()
public:	AMyPickup();
protected:	virtual void BeginPlay() override;
	UPROPERTY(VisibleAnywhere, Category = "Collision")	TObjectPtr<class USphereComponent> Trigger;
	UPROPERTY(VisibleAnywhere, Category = "Collision")	TObjectPtr<class UStaticMeshComponent> Mesh;
	UFUNCTION()	void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,		UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
	UFUNCTION()	void OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,		UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
	UFUNCTION()	void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor,		UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);};
cpp
// MyPickup.cpp#include "MyPickup.h"#include "Components/SphereComponent.h"#include "Components/StaticMeshComponent.h"
AMyPickup::AMyPickup(){	Trigger = CreateDefaultSubobject<USphereComponent>(TEXT("Trigger"));	SetRootComponent(Trigger);	Trigger->SetSphereRadius(120.f);	Trigger->SetCollisionProfileName(TEXT("OverlapAllDynamic"));	Trigger->SetGenerateOverlapEvents(true);
	Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));	Mesh->SetupAttachment(Trigger);	Mesh->SetCollisionProfileName(TEXT("PhysicsActor"));	Mesh->SetSimulatePhysics(true);	Mesh->SetNotifyRigidBodyCollision(true);   // "Simulation Generates Hit Events"}
void AMyPickup::BeginPlay(){	Super::BeginPlay();
	Trigger->OnComponentBeginOverlap.AddDynamic(this, &AMyPickup::OnBeginOverlap);	Trigger->OnComponentEndOverlap.AddDynamic(this, &AMyPickup::OnEndOverlap);	Mesh->OnComponentHit.AddDynamic(this, &AMyPickup::OnHit);}
void AMyPickup::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,	UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult){	if (OtherActor && OtherActor != this)	{		Destroy();	}}
void AMyPickup::OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,	UPrimitiveComponent* OtherComp, int32 OtherBodyIndex){}
void AMyPickup::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor,	UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit){	const float ImpactStrength = NormalImpulse.Size();}

Requirements: overlaps need ECR_Overlap on at least one side, a non-ECR_Ignore pair, and SetGenerateOverlapEvents(true) on both components (bGenerateOverlapEvents is private — Components/PrimitiveComponent.h:429). Simulation hits need ECR_Block on both, QueryAndPhysics or PhysicsOnly, and SetNotifyRigidBodyCollision(true) on the simulating component; a swept move (SetActorLocation(..., true), movement components) fires OnComponentHit on any blocking hit without that flag (PrimitiveComponent.cpp:3540-3550). OnComponentWake / OnComponentSleep need bGenerateWakeEvents on the body (PhysicsCore/Public/BodyInstanceCore.h:59).

Physics Bodies and Forces

cpp
MyMesh->SetSimulatePhysics(true);                          // PrimitiveComponent.h:1661MyMesh->SetEnableGravity(true);                            // :2801MyMesh->SetMassOverrideInKg(NAME_None, 50.f, true);        // :2857;  GetMass() :2861MyMesh->SetLinearDamping(0.1f);                            // :2825;  SetAngularDamping :2833MyMesh->SetUseCCD(true);                                   // :2894 swept collision for fast bodiesMyMesh->SetConstraintMode(EDOFMode::XYPlane);              // :1682 lock to a planeconst bool bSimulating = MyMesh->IsSimulatingPhysics();    // :2644
MyMesh->AddImpulse(FVector(0.f, 0.f, 1000.f), NAME_None, /*bVelChange=*/false);  // :1692MyMesh->AddImpulseAtLocation(FVector(500.f, 0.f, 0.f), Hit.ImpactPoint);         // :1725 adds spinMyMesh->AddRadialImpulse(Center, 500.f, 2000.f, RIF_Linear, /*bVelChange=*/false); // :1748MyMesh->AddForce(FVector(0.f, 0.f, 9800.f), NAME_None, /*bAccelChange=*/false);  // :1759 every tickMyMesh->AddRadialForce(Center, 500.f, 3000.f, RIF_Constant, false);              // :1793
MyMesh->SetPhysicsLinearVelocity(FVector(0.f, 0.f, 300.f));  // :1825 teleports velocity; use sparinglyconst FVector Velocity = MyMesh->GetPhysicsLinearVelocity(); // :1832MyMesh->WakeRigidBody();                                     // :1938;  PutRigidBodyToSleep() :1945

bVelChange=true / bAccelChange=true ignore mass. ERadialImpulseFalloff is RIF_Constant or RIF_Linear (PhysicsCore/Public/Chaos/ChaosEngineInterface.h:90).

MyMesh->GetBodyInstance() reaches the body. FBodyInstanceCore flags (PhysicsCore/Public/BodyInstanceCore.h): bSimulatePhysics (:30), bOverrideMass (:35), bEnableGravity (:39), bUpdateKinematicFromSimulation (:43), bAutoWeld (:51), bStartAwake (:55), bGenerateWakeEvents (:59). FBodyInstance adds bUseCCD (:418), bNotifyRigidBodyCollision (:440), LinearDamping (:629), MassScale (:645), InertiaTensorScale (:653), SleepFamily (:410) and CustomSleepThresholdMultiplier (:696). ESleepFamily (Chaos/ChaosEngineInterface.h:101) is Normal, Sensitive or Custom; only Custom reads the multiplier.

Collision complexity comes from ECollisionTraceFlag (PhysicsCore/Public/BodySetupEnums.h:13-20): CTF_UseDefault, CTF_UseSimpleAndComplex, CTF_UseSimpleAsComplex, CTF_UseComplexAsSimple. Complex-as-simple bodies cannot simulate.

Constraints Radial Force and Ragdolls

UPhysicsConstraintComponent (PhysicsEngine/PhysicsConstraintComponent.h:24) wraps an FConstraintInstance (:73) — the same struct a Physics Asset stores per joint.

cpp
#include "PhysicsEngine/PhysicsConstraintComponent.h"
UPhysicsConstraintComponent* Joint = NewObject<UPhysicsConstraintComponent>(this);Joint->SetupAttachment(RootComponent);Joint->RegisterComponent();Joint->SetConstrainedComponents(MeshA, NAME_None, MeshB, NAME_None);  // :134Joint->SetLinearXLimit(ELinearConstraintMotion::LCM_Locked, 0.f);     // :270Joint->SetAngularSwing1Limit(EAngularConstraintMotion::ACM_Limited, 45.f); // :291Joint->SetAngularTwistLimit(EAngularConstraintMotion::ACM_Free, 0.f);      // :305Joint->SetAngularVelocityDriveTwistAndSwing(true, false);             // :199Joint->SetAngularDriveParams(500.f, 50.f, 0.f);                       // :262Joint->SetDisableCollision(true);                                     // :374Joint->BreakConstraint();                                             // :142

Motion enums are ELinearConstraintMotion (LCM_Free, LCM_Limited, LCM_Locked) and EAngularConstraintMotion (ACM_Free, ACM_Limited, ACM_Locked). Editor presets are only combinations of these: Fixed locks all six, Hinge frees one angular axis, Prismatic frees one linear axis, Ball-and-Socket frees all angular. URadialForceComponent (PhysicsEngine/RadialForceComponent.h:16) is the drop-in explosion/vacuum component: Radius, Falloff, ImpulseStrength, bImpulseVelChange, bIgnoreOwningActor, ForceStrength, then FireImpulse() (:50) for a one-shot and AddObjectTypeToAffect(EObjectTypeQuery) (:54) to filter targets.

Ragdolls run through the skeletal mesh's Physics Asset (UPhysicsAsset::SkeletalBodySetups, ConstraintSetup — PhysicsEngine/PhysicsAsset.h:213-220):

cpp
GetMesh()->SetCollisionProfileName(TEXT("Ragdoll"));GetMesh()->SetAllBodiesSimulatePhysics(true);                  // SkeletalMeshComponent.h:2344GetMesh()->SetAllBodiesBelowSimulatePhysics(TEXT("spine_01"), true); // :2376 partial ragdollGetMesh()->SetPhysicsBlendWeight(1.f);                         // :2353 blend animation <-> sim

Physical Materials

PhysicsCore/Public/PhysicalMaterials/PhysicalMaterial.h:103.

cpp
float Friction;                 // :115 kinetic;  StaticFriction :119float Restitution;              // :131 0 dead, 1 elasticfloat Density;                  // :147 g/cm^3, drives mass from shape volumefloat SleepLinearVelocityThreshold;   // :151;  SleepAngularVelocityThreshold :155int32 SleepCounterThreshold;          // :159;  RaiseMassToPower :167TEnumAsByte<EPhysicalSurface> SurfaceType;  // :181// FrictionCombineMode / RestitutionCombineMode are EFrictionCombineMode::Type and only// apply when bOverrideFrictionCombineMode / bOverrideRestitutionCombineMode is set.
MyMesh->SetPhysMaterialOverride(MyPhysMaterial);   // PrimitiveComponent.h:3008
if (UPhysicalMaterial* PhysMat = Hit.PhysMaterial.Get())   // needs bReturnPhysicalMaterial{	const EPhysicalSurface Surface = UPhysicalMaterial::DetermineSurfaceType(PhysMat); // :242}

EPhysicalSurface (PhysicsCore/Public/Chaos/ChaosEngineInterface.h:20) is SurfaceType_Default plus SurfaceType1..SurfaceType62, named in Project Settings > Physics.

Chaos Solver and Async Physics

Chaos is the only physics backend in 5.8. FChaosScene (PhysicsCore/Public/Chaos/ChaosScene.h:84) owns the solver and is driven by SetUpForFrame (:141), StartFrame (:140), EndFrame (:142); WaitPhysScenes (:122) blocks for results.

Project settings live on UPhysicsSettings / UPhysicsSettingsCore under [/Script/Engine.PhysicsSettings]:

SettingHeaderMeaning
DefaultGravityZPhysicsSettingsCore.h:25world gravity, -980 default
BounceThresholdVelocity:79below this, restitution is skipped
MaxDepenetrationVelocity:95caps push-out speed; 0 = unlimited
bSimulateSkeletalMeshOnDedicatedServer:114off saves ragdoll cost on servers
DefaultShapeComplexity:119project-wide ECollisionTraceFlag
SolverOptions:123FChaosSolverConfiguration
bSubstepping / MaxSubstepDeltaTime / MaxSubstepsPhysicsSettings.h:325,341,345fixes tunnelling and jitter for small fast bodies
bTickPhysicsAsync / AsyncFixedTimeStepSize:333,337fixed-rate physics thread
PhysicsPrediction:267FPhysicsPredictionSettings, gates resimulation

FChaosSolverConfiguration (Chaos/Public/ChaosSolverConfiguration.h:51) exposes PositionIterations, VelocityIterations, ProjectionIterations, CollisionMarginFraction, CollisionCullDistance, CollisionMaxPushOutVelocity.

Diagnostic CVars that exist in 5.8:

p.Chaos.DebugDraw.Enabled 1                              ChaosDebugDrawComponent.cpp:29p.Chaos.DebugDraw.Radius 3000 / p.Chaos.DebugDraw.MaxLines 20000   capture limitsp.Chaos.Solver.Iterations.Position|Velocity|Projection   PBDRigidsSolver.cpp:337,340,343p.Chaos.Solver.Deterministic :346   p.Chaos.Solver.UseCCD :406 (global CCD switch)p.Chaos.DedicatedThreadEnabled                           ChaosSolversModule.cpp:23

With bTickPhysicsAsync on, gameplay code that must run in lockstep with the solver uses the async tick instead of Tick: set bAsyncPhysicsTickEnabled in an actor constructor (protected, GameFramework/Actor.h:699) or call SetAsyncPhysicsTickEnabled(true) on a component (ActorComponent.h:1435; the component field at Components/ActorComponent.h:407 is private) and override AsyncPhysicsTickActor(float DeltaTime, float SimTime) (Actor.h:2930) or AsyncPhysicsTickComponent(float DeltaTime, float SimTime) (ActorComponent.h:985). Feed inputs across the boundary with UAsyncPhysicsInputComponent (Engine/Public/Physics/AsyncPhysicsInputComponent.h:10).

Below FBodyInstance, bodies are addressed as Chaos::FPhysicsObject. UPrimitiveComponent implements IPhysicsComponent and exposes GetPhysicsObjectById, GetPhysicsObjectByName and GetAllPhysicsObjects (Components/PrimitiveComponent.h:3248-3250); FHitResult::PhysicsObject and PhysicsObjectOwner (Engine/HitResult.h:134-137) identify what a query hit when no actor owns it.

Network Physics

Physics simulates on the server. Hit and overlap events fire wherever the simulation runs, so clients see nothing unless the actor also simulates locally or you replicate the result.

  • AActor::SetPhysicsReplicationMode(EPhysicsReplicationMode) / GetPhysicsReplicationMode() (GameFramework/Actor.h:924,928) select Default, PredictiveInterpolation, Resimulation or None (Engine/EngineTypes.h:3614).
  • Resimulation requires Project Settings > Physics > Physics Prediction (UPhysicsSettings::PhysicsPrediction); PredictiveInterpolation runs without it but works best with it enabled (Engine/EngineTypes.h:3619-3629).
  • UNetworkPhysicsComponent (Engine/Public/Physics/NetworkPhysicsComponent.h:2290) records input and state history on the physics thread so the client can resimulate from a corrected past state.
  • Transform sync for non-predicted actors still rides on bReplicateMovement / FRepMovement.

Replication rules, conditions and RPC design belong to ue-networking-replication; this skill only covers which physics mode to pick.

Module Dependencies

csharp
// MyGame.Build.csPublicDependencyModuleNames.AddRange(new string[] {	"Core", "CoreUObject",	"Engine",       // UPrimitiveComponent, FHitResult, UWorld queries, UCollisionProfile	"PhysicsCore",  // FCollisionShape, UPhysicalMaterial, FBodyInstanceCore, ECollisionTraceFlag});// Add "Chaos" only for Chaos:: types; "GeometryCollectionEngine"/"FieldSystemEngine" for destruction.

Deprecated — do not use

Do not emitUse in 5.8Source
Hit.ActorHit.GetActor() / Hit.GetHitObjectHandle()no Actor member; HitObjectHandle in Engine/HitResult.h:127
Comp->bGenerateOverlapEvents = trueComp->SetGenerateOverlapEvents(true)private field, Components/PrimitiveComponent.h:429
Params.GetIgnoredActors()Params.GetIgnoredSourceObjects()UE_DEPRECATED(5.5) in CollisionQueryParams.h:145
Params.ClearIgnoredActors()Params.ClearIgnoredSourceObjects()UE_DEPRECATED(5.5) in CollisionQueryParams.h:180
ObjParams.ObjectTypesToQueryGetObjectTypesToQuery() / SetObjectTypesToQuery()UE_DEPRECATED(5.8) in CollisionQueryParams.h:490
GetAllObjectsQueryFlag(), GetQueryBitfield()the ...64() formsUE_DEPRECATED(5.8) in CollisionQueryParams.h:368,571
Constraint->SetAngularVelocityDrive(bSwing, bTwist)SetAngularVelocityDriveTwistAndSwing(bTwist, bSwing) — argument order is swappedDeprecatedFunction meta, PhysicsEngine/PhysicsConstraintComponent.h:187-199
PhysMat->DestructibleDamageThresholdScaleGeometry Collection damage thresholdsrenamed _DEPRECATED, UE_DEPRECATED(5.3) in PhysicalMaterials/PhysicalMaterial.h:170
FChaosQueryFilterData / FQueryFilterDataChaosInterface::FSceneQueryCommonParamsUE_DEPRECATED(5.8) in PhysicsInterfaceTypesCore.h:410 / ChaosInterfaceWrapperCore.h:35
ICollisionQueryFilterCallbackBaseICollisionQueryFilterCallbackUE_DEPRECATED(5.8) in CollisionQueryFilterCallbackCore.h:63
GetQueryFilterData() / GetSimulationFilterData()GetCombinedShapeFilterData()UE_DEPRECATED(5.7) in ChaosInterfaceWrapperCore.h:98
BodySetup->ChaosTriMeshesBodySetup->TriMeshGeometries (:278)UE_DEPRECATED(5.4) in PhysicsEngine/BodySetup.h:308
PhysX types (PxRigidActor, PxScene, PhysX module)Chaos equivalentsno PhysX module ships in 5.8

Common Mistakes

UFUNCTION() on an out-of-line definition: UHT only reads headers, so a UFUNCTION() written above void AMyPickup::OnHit in the .cpp generates no reflection data and AddDynamic silently binds nothing. Declare the handler inside the class body with UFUNCTION(); define it plainly in the .cpp.

Handler signature drift: AddDynamic matches the delegate exactly. A missing int32 OtherBodyIndex or a FHitResult taken by value will not compile, and a stale copy of an old signature will not bind.

Overlap events set on one side only: both components need a non-ignore response and SetGenerateOverlapEvents(true). Setting it only on the trigger is the most common "my overlap never fires".

Hit events without SetNotifyRigidBodyCollision(true): for simulated bodies ECR_Block alone is not enough; OnComponentHit stays silent (swept moves dispatch regardless).

Profile applied after manual responses: SetCollisionProfileName resets the whole response container. Order is profile first, overrides second.

Mixing channel families: a component whose object type is ECC_Pawn is invisible to LineTraceSingleByObjectType querying ECC_GameTraceChannel3, and a trace channel can never be an object type. bTraceType in the ini decides which one a slot is.

bTraceComplex = true by default: per-triangle queries are several times the cost of the simple hull and skip simple-only bodies. Enable it only where triangle accuracy matters.

SetPhysicsLinearVelocity as a movement API: it overwrites the solver's velocity every call and fights contacts. Use AddForce / AddImpulse unless you are deliberately teleporting velocity.

Fast bodies tunnelling: enable SetUseCCD(true) on the body, or substepping project-wide, rather than shrinking the timestep globally. For traces every tick on many actors, use AsyncLineTraceByChannel or throttle to 5–10 Hz with a timer.

Related Skills

  • ue-actor-component-architecture — component creation, attachment, registration and lifecycle for shape and mesh components
  • ue-character-movement — UCharacterMovementComponent floor checks, capsule sweeps and step-up logic
  • ue-networking-replication — DOREPLIFETIME, replication conditions and RPCs for anything you send about a physics result
  • ue-ai-navigation — perception traces, navmesh queries and UNavigationSystemV1
  • ue-procedural-generation — collision setup on runtime-generated meshes
  • Also relevant: ue-testing-debugging, ue-gameplay-framework, ue-mover

来源与署名

来源:quodsoler/unreal-engine-skills位于skills/ue-physics-collision提交f3742d7

许可证: 无许可证

内容归原作者所有。SourceWeft 从公开仓库中收录这些内容。

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