Ninja Bear Studio Plugins Help

Collision Settings

Unreal Engine uses collision channels and collision presets to determine how objects detect, block, overlap, or ignore each other.

Some Ninja Bear Studio plugins require custom collision settings so they can perform gameplay queries consistently. These queries are used for features such as line-of-sight checks, melee and projectile traces, and other gameplay-specific detection.

This page lists the shared collision setup used by Ninja Bear Studio plugins. Configure only the channels and presets required by the plugins enabled in your project.

Collision settings are configured in EditProject SettingsEngineCollision.

Object Channels

Object Channels represent the type of object being queried. These are commonly assigned through Collision Presets.

Adding Object Channels

  1. Open EditProject Settings.

  2. Navigate to EngineCollision.

  3. In Object Channels, add the object channels required by the plugins you are using.

  4. Set each channel's Default Response according to the tables below.

  5. Save the project settings and restart the editor if requested.

Plugin

Channel

Default Response

Purpose

Combat

CombatObject

Ignore

Represents objects that can be detected by combat traces, weapons, projectiles, aiming checks, or opportunity checks.

Interaction

InteractionObject

Ignore

Represents objects used by interaction sources and targets.

Combat, Inventory

FloorObject

Ignore

Optional object type for floor actors used by floor-specific traces or top-down targeting.

Trace Channels

Trace Channels represent specific query types used by gameplay systems.

Adding Trace Channels

  1. Open EditProject Settings.

  2. Navigate to EngineCollision.

  3. In Trace Channels, add the trace channels required by the plugins you are using.

  4. Set each channel's Default Response according to the tables below.

  5. Save the project settings and restart the editor if requested.

Plugin

Channel

Default Response

Purpose

Interaction

InteractionSight

Ignore

Used to validate line of sight between an interaction source and an interaction target. See note below!

Combat

Projectile

Block

Used by projectile traces, hit-scan traces, and projectile-style collision checks.

Combat

Opportunity

Ignore

Used by opportunity checks, such as opportunity attacks or combat line-of-sight validation.

Combat

Evade

Block

Used for evade checks or movement-space validation.

Combat

Aim

Ignore

Used for aiming traces or target validation.

Combat, Inventory

Floor

Ignore

Used for floor traces, mouse targeting, or ground detection.

Line of Sight for Interactions

Interaction line-of-sight checks use the InteractionSight channel to detect blocking geometry between the scanner and the interaction target.

For common blocking geometry, make sure relevant presets block InteractionSight. This usually includes presets such as:

  • BlockAll

  • BlockAllDynamic

  • Any project-specific wall, prop, door, obstacle, or blocking-volume preset

Adding Collision Presets

Collision Presets make it easier to apply the correct channel responses to actors and components without configuring each one manually.

Adding Collision Presets

  1. Open EditProject Settings.

  2. Navigate to EngineCollision.

  3. In Preset, add each preset required by the plugins you are using.

  4. Set Collision Enabled, Object Type, and Collision Responses according to the tables below.

  5. Save the project settings and restart the editor if requested.

Collision Presets

The following presets provide reusable collision configurations for common Ninja Bear Studio gameplay components. Add only the presets required by the plugins enabled in your project, then assign them to the relevant actors or components.

Plugin

Preset

Collision Enabled

Object Type

Purpose

Interaction

InteractionSource

Query Only

InteractionObject

Used by scanner components that detect interaction targets.

Interaction

InteractionTarget

Query Only

InteractionObject

Used by interactable actors that can be detected by interaction scans.

Combat

Combat

Query Only

CombatObject

Used by actors or components that should be detected by combat traces.

Combat, Inventory

Floor

Query and Physics

WorldStatic

Used by floor actors that should support floor traces or top-down targeting.

Preset Details

Use the following entries as a reference for each Preset being added to your project.

InteractionSource

Use this preset for scanning components attached to actors that can look for interactable targets.

Setting

Value

Collision Enabled

Query Only

Object Type

InteractionObject

InteractionObject

Overlap

All other channels

Ignore

InteractionTarget

Use this preset for actors or components that should be detected by interaction scans.

Setting

Value

Collision Enabled

Query Only

Object Type

InteractionObject

InteractionObject

Block

All other channels

Ignore

Floor

Use this preset for floor actors that should participate in floor-specific queries, such as the placement of Cast Actors (combat) or Dropped Items (inventory).

Setting

Value

Collision Enabled

Query and Physics

Object Type

WorldStatic

Floor

Block

FloorObject

Block

Projectile

Ignore

Evade

Ignore

Other channels

Project-specific

Combat

Use this preset for components that should be detected by combat-related traces. Combat Objects are usually the mesh that represents the pawn or character, or dedicated collision components added along the skeleton.

Setting

Value

Collision Enabled

Query Only

Object Type

CombatObject

CombatObject

Block

Opportunity

Block

Aim

Block

Pawn

Ignore

Camera

Ignore

Vehicle

Ignore

InteractionSight

Ignore

Other channels

Project-specific

Collision Parity

As you introduce new traces and channels, you might need to review other predefined channels to ensure their parity with the new instructions.

Profile

Changes

Trigger

Should ignore Projectile and InteractionSight.

NoCollision

Should ignore Projectile and InteractionSight.

BlockAll

Should block InteractionSight.

BlockAllDynamic

Should block InteractionSight.

21 May 2026