Collision Channels
Note: As of version 1.3.2+, the system automatically creates the required channels. If you're using UBS for the first time, you can skip this step. If you're upgrading from an earlier version, you must delete any old channels manually.
If you see multiple channels like
BuildableProxy
,BuildableSocketTrace
,BuildableSocket
, orBuildable
, simply delete all of them and restart the editor. The system will automatically recreate the correct channels on startup.
Note: If you're upgrading from a previous version of UBS to 1.3.2+, make sure to review any custom Buildable Definitions you've created.
Any Buildable Definition that uses proxy behavior, dependencies, or other logic relying on an object or trace channel must be checked to ensure it's using the correct channel.
In any placement condition, if the channel is set to:
GameTraceChannel
BuildableSocket
ConstructibleProxy
BuildableSocketTrace
...must be updated toBuildable
.
There's a few custom trace and collision channels that needs to be setup correctly.
You will need to go into the Collisions Section of the Project Settings to set these up.
Set up Collision Channels
Create Presets
BuildableSocketTrace (Trace Channel)
Default Response:
Block
BuildableSocket (Object Channel)
Default Response:
Ignore
ConstructibleProxy (Object Channel)
Default Response:
Overlap
Buildable (Object Channel)
Default Response:
Block
Modify Existing Presets
BlockAllDynamic
Block all
ConstructibleProxy
: Set toOverlap
BuildableSocket
: Set toIgnore
OverlapAll
Overlap all
BuildableSocket
: Set toIgnore
BlockAll
Block all
ConstructibleProxy
: Set toOverlap
UI
Set all to
Overlap
BuildableSocket
: Set toIgnore
Trigger
Set all to
Overlap
BuildableSocket
: Set toIgnore
InvisibleWallDynamic
Same settings as
InvisibleWall
Invisible Wall
Set all to
Block
BuildableSocket
: Set toIgnore
Modify Buildable, ConstructibleProxy and BuildableSocket
Buildable, ConstructibleProxy and BuildableSocket Should look like the image below.

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