{ }Blueprint → C++

Unreal Engine 5 · Blueprint → C++

Set Collision Enabled in Unreal Engine 5 C++UE Docs

The Blueprint Set Collision Enabled node maps to UPrimitiveComponent::SetCollisionEnabled, which takes an ECollisionEnabled value such as QueryAndPhysics, QueryOnly, PhysicsOnly, or NoCollision.

Blueprint node & C++ equivalent

C++
MyComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
// Other values: NoCollision, QueryOnly, PhysicsOnly

What does Set Collision Enabled do?

It controls which kinds of collision a component participates in at runtime. QueryAndPhysics enables both query (traces and overlaps) and physics (blocking simulation), while NoCollision turns the component off entirely.

QueryOnly keeps overlaps and traces working without physical blocking, which is ideal for trigger volumes. PhysicsOnly does the opposite, simulating physics without responding to traces.

How to use it in C++

Call MyComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);, swapping the enum value for the behavior you need. The enum is scoped, so you must write ECollisionEnabled:: before the value.

This is the most direct way to toggle collision on or off in code, for example disabling a dead actor with ECollisionEnabled::NoCollision so it stops blocking and triggering events.

Frequently asked questions

How do I disable collision on a component in UE5 C++?+

Call MyComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);. This turns off both query and physics collision so the component neither blocks nor generates overlap or hit events.

What is the difference between QueryOnly and QueryAndPhysics?+

QueryOnly allows traces and overlaps but no physical blocking, suitable for triggers. QueryAndPhysics adds physics simulation and blocking on top, suitable for solid collidable objects.

Related Collision & Overlap nodes

View all Collision & Overlap nodes →