This guide provides step-by-step instructions for integrating the Collision Manager into an Unreal Engine 5 project, enabling trace hit detection and target selection for weapons and abilities in Action RPGs. Users will learn how to set up the system, add default collision target types to actors, and test core functionality using preconfigured assets. The guide focuses on enabling the system as it functions in the demo content, ensuring developers and designers can quickly implement collision and targeting mechanics.
Prerequisites
- Unreal Engine 5.3 or later.
- Enhanced Input System enabled (default in UE5 templates).
- A pawn Blueprint (e.g.,
BP_PlayerCharacter) and a weapon Blueprint (e.g.,BP_Sword) for testing collisions. - No additional plugins required.
Integration Steps
-
Migrate the CollisionSystem Folder:
- In the Unreal Editor, open the demo project containing the
Collision Manager. - In the Content Browser, locate the
CollisionSystemfolder. - Right-click and select Migrate, then choose your project’s
Contentdirectory. - Ensure all dependencies (e.g., Blueprints, Animation Notifies) are copied correctly.
- In the Unreal Editor, open the demo project containing the
-
Add
BP_CollisionComponentto Actor:- Open your pawn Blueprint (e.g.,
BP_PlayerCharacter). - In the Components panel, click Add Component and select
BP_CollisionComponent. - In the Details panel of
BP_CollisionComponent, add default target types to theDefaultTargetTypesarray (e.g.,BP_TraceTargetwith tagCollision.DefaultTrace) orDefaultTargetTypeMap(e.g., mapCollision.SwordTracetoBP_SweepingSocketTraceTarget).
- Open your pawn Blueprint (e.g.,
NOTE:
If using with Advanced ARPG Combat System, default collision component target types are configured through the Enemy Info Data Asset and Player Info Data Asset by default for enemies and players
- Configure Weapon with Default Collision:
- Open your weapon Blueprint (e.g.,
BP_Sword). - Ensure it has a
SkeletalMeshComponentwith sockets defined (e.g.,StartSocket,EndSocket) forBP_SweepingSocketTraceTarget. - In the weapon’s Class Defaults, search for
Collision Trace Classand set the default target type for the weapon:
- Open your weapon Blueprint (e.g.,
// Class Defaults | Initialization
- CollisionTraceTarget = BP_MyCollisionTraceTarget- Optionally, in the weapon’s Event Graph, on
Event BeginPlay, get the owner’sBP_CollisionComponentand add a default target type:
Event BeginPlay -> Get Owner -> Get Component By Class (Class: BP_CollisionComponent) -> AddCollisionTargetType (TargetTypeTag: Collision.SwordTrace, TargetTypeClass: BP_SweepingSocketTraceTarget, PerformingActor: Self)- Call
SetCollisionPropertiesto set the weapon mesh and sockets:
AddCollisionTargetType -> SetCollisionProperties (Mesh: SkeletalMeshComponent, Sockets: StartSocket, EndSocket)-
Set Up Animation Notify for Melee Collision:
- Open an attack animation (e.g.,
Anim_SwordSwing) included in the demo content. - Add an
ANS_CollisionTraceAnim Notify State to the desired frames where the attack should detect hits. - In the Notify’s Details panel, set:
Collision Target Tag:Collision.SwordTraceAttack Data: Optional; leave as null to use default trace settings.Trace Radius Modifier: 0 (or adjust for wider/narrower traces).
- Verify the animation is assigned to an Animation Blueprint used by
BP_PlayerCharacter.
- Open an attack animation (e.g.,
-
Configure Enhanced Input for Ability Targeting:
- In Project Settings > Input, create an Input Action (e.g.,
IA_TargetAbility). - Create an Input Mapping Context (e.g.,
IMC_Combat) and mapIA_TargetAbilityto a key (e.g., Left Mouse Button). - In
BP_PlayerCharacter’s Event Graph, onEvent BeginPlay, add theIMC_Combatmapping context:
- In Project Settings > Input, create an Input Action (e.g.,
Event BeginPlay -> Get Player Controller -> Add Mapping Context (IMC_Combat)- Bind
IA_TargetAbilityto query targets usingFindTargetsByClass:
Enhanced Input Action (IA_TargetAbility) -> Get Component By Class (Class: BP_CollisionComponent) -> FindTargetsByClass (Class: BP_TargetType) -> Store Targets for Ability- Test with Default Assets:
- Place
BP_PlayerCharacterin a level with a weapon (e.g.,BP_Sword) equipped. - Ensure
BP_CollisionComponentonBP_PlayerCharacterhas a default target type (e.g.,BP_SweepingSocketTraceTargetforCollision.SwordTrace). - Add an enemy actor (e.g.,
BP_Enemy) from the demo content to the level. - Play the level and trigger the attack animation (via input or ability) to test melee collision; verify hits register (e.g., enemy takes damage).
- Press the
IA_TargetAbilitykey to test target selection; confirm a target is returned for ability use.
- Place
Troubleshooting
- Collisions Don’t Register:
- Verify
BP_CollisionComponentis added to the owning actor (e.g.,BP_PlayerCharacter) and initialized withDefaultTargetTypesorAddCollisionTargetType. - Ensure
BP_SweepingSocketTraceTargethas valid sockets set viaSetCollisionProperties. - Check that
ANS_CollisionTraceuses the correctCollision Target Tagmatching the target type.
- Verify
- Target Selection Fails:
- Confirm
FindTargetsByClassuses the correctBP_TargetTypeclass and the actor has aBP_CollisionComponent. - Ensure
Collision Object TypesandGameplay Tags to Ignorein the target type are set to include desired targets.
- Confirm
- Animation Notify Not Triggering:
- Verify the animation is played via the Animation Blueprint and
ANS_CollisionTraceis placed on the correct frames. - Check that the
Collision Target TaginANS_CollisionTracematches the target type tag inBP_CollisionComponent.
- Verify the animation is played via the Animation Blueprint and
Best Practices
- Workflows:
- Use
DefaultTargetTypeMaporDefaultTargetTypesinBP_CollisionComponentto preconfigure common target types for quick setup. - Test collision with demo assets (e.g.,
BP_Sword,Anim_SwordSwing) before integrating with custom animations or weapons.
- Use
- Pitfalls to Avoid:
- Always call
DeactivateCollisionByTagforBP_TraceTargetorBP_SweepingSocketTraceTargetto stop tracing and prevent performance issues. - Don’t skip setting
Performing ActorinAddCollisionTargetTypefor weapons, as it’s required for correct collision context. - Avoid adding
BP_CollisionComponentto weapons unless necessary (e.g., projectiles); use the owner’s component instead.
- Always call
- Performance Considerations:
- Limit the number of active
BP_TraceTargetorBP_SweepingSocketTraceTargetinstances by deactivating unused traces. - Use
Collision Profile Names to IgnoreandActor Classes to Ignoreto reduce unnecessary collision checks. - Set
Draw Debug TypetoNonein production to disable debug visuals forBP_TraceTarget.
- Limit the number of active