Collision Properties
Now that we've taken a look at how collision works, let's go back to the collision settings of the cube we selected in the previous chapter, where we changed its response to the Visibility Channel.
The cube can be seen in the following screenshot:
With the level open in the editor, select the cube and go to the Collision
section of its Details Panel:
Here, we can see some options that are important to us:
SimulationGeneratesHitEvents
, which allows theOnHit
events to be called when an object is simulating physics (we'll talk about this later in this chapter).GenerateOverlapEvents
, which allows theOnBeginOverlap
andOnEndOverlap
events to be called.CanCharacterStepUpOn
, which allows a character to easily step up onto this object.CollisionPresets
, which allows us to...