Collision Commander gives you a single, always-live panel to see how every preset interacts with every other — color-coded, queryable, and ready for what-if experiments before you touch Project Settings.
↑ Live color-coded matrix — every preset vs every preset, always current
Why Collision Commander exists
As projects grow, these five problems compound — and the standard tools give you no way to see them all at once.
Presets get edited in Project Settings without shared docs updating. No one notices until a late bug report arrives.
UE supports 18 custom channels. Studios routinely hit this limit late in production with no visibility into which are actually used.
Each channel has two independent responses. Treating them as one causes subtle gameplay bugs — triggers that don't fire, physics that passes through floors.
Both actors need Generate Overlap Events enabled AND a non-Ignore response. When a trigger doesn't fire, finding which condition failed takes minutes.
Manual collision matrices become outdated within days. A wrong matrix is worse than none — team members trust it and waste time chasing phantom bugs.
Five panels. Always live. Every interaction visible at a glance.
What's inside
Every feature lives in a single dockable editor tab under Window → Collision Commander. No jumping between screens.
Panel 01 — Matrix
The Matrix panel is an N×N color-coded grid. Every preset pair resolves to BLOCK, OVERLAP, or IGNORE — live, always current, never a stale screenshot.
Panel 02 — Actor Compare
Pick a primary actor and drag in a list of others to compare against. Actor Compare evaluates every collision-capable component on each actor and shows how it resolves against the primary — all in one view.
Panel 03 — Actor Inspector
Select one or more Blueprint actors from the content browser. Actor Inspector enumerates every collision-capable component on each actor and shows you exactly how they interact with a configurable set of presets or channels.
| Component | Preset | En. | DR_Player… | DR_Enemy… | UI |
|---|---|---|---|---|---|
| BP_Kip_V3 | |||||
| CollisionCylinder | DR_PlayerChar… | Q+P | BLK | BLK | OVR |
| BP_Boss_Lola | |||||
| CollisionCylinder | DR_EnemyChar… | Q+P | BLK | BLK | OVR |
| HeadCollisionComponent | DR_EnemyChar… | Q+P | BLK | BLK | OVR |
Panel 04 — Experiment
The Experiment panel is a live preset designer. Set a name, object type, collision mode, and per-channel responses — then watch the interaction table update instantly, showing how your new preset would behave against every existing one. Hit Create Preset when you're satisfied.
Panel 05 — Validation
Ten built-in rules catch common collision mistakes — from duplicate presets and all-Ignore configs to silently-overridden Block responses and CS_VISIBILITY_BLOCK surprises. Validation runs on demand via Run Validation.
What's next
Collision Commander ships as a complete tool today. These updates are planned post-launch based on user requests and our own production use.
✓ Shipped
Matrix, Collision Compare, Actor Inspector, Experiment, and Validation — all live at launch.
Planned
Export the full collision state to a formatted 5-sheet .xlsx workbook for QA, leads, or code review. Triggered via toolbar button, no auto-saves.
Planned
Track a single actor during Play-In-Editor and log every runtime collision state change — including calls made via Blueprint or C++ at runtime.
Considering
All post-launch directions are shaped by what buyers ask for. If you need something not on this list, reach out.
Changelog
Documentation
Everything you need to use Collision Commander effectively. Download as PDF ↓
Install Collision Commander from your Fab.com library via the Epic Games Launcher. Enable it in your project under Edit → Plugins → search "Collision Commander" → Enable → restart the editor.
A C++ project (or stub module) is required for the plugin to compile. Blueprint-only projects are fully supported once this prerequisite is met — the plugin itself adds no C++ requirement to your project code.
Go to Window → Collision Commander in the main menu bar, or click the toolbar button added to the Level Editor toolbar. The panel is a dockable Nomad Tab — you can drag it anywhere in the editor layout.
Unreal Engine stores two independent sets of collision responses per preset. The toggle at the top right of most panels controls which set you're viewing:
UE resolves interactions using the minimum of both actors' responses:
result = min(A's response to B's ObjectType, B's response to A's ObjectType)
Where Ignore (0) < Overlap (1) < Block (2). If either side is Ignore, the result is always Ignore regardless of the other side. Collision Commander applies this rule for every cell in the matrix.
An N×N grid where every row is a preset (Actor A) and every column is a preset (Actor B). Each cell shows the resolved interaction between that pair using UE's pairwise resolution rule.
A thick border divides UE's 14 built-in presets (top-left block) from your custom presets (bottom-right block). This helps you spot when a custom preset is misconfigured relative to the built-ins.
Hovering any non-diagonal cell shows:
Left-clicking any non-diagonal cell switches to the Actor Compare panel and pre-populates it with the row preset as Primary and the column preset as the first comparison entry.
Click the Refresh button to re-read UCollisionProfile and rebuild the matrix. The matrix also auto-refreshes when Project Settings change during your editor session.
Actor Compare lets you pick a primary actor and compare it against a list of other actors — all in one view. For each actor you add, the panel evaluates every collision-capable component on that actor and shows how it resolves against the primary, so you can see the full collision surface without jumping between presets.
A practical example: set your Projectile actor as the primary, then add a range of enemy and player actor types. You'll see in one glance exactly what the projectile blocks, overlaps, or ignores across your entire cast — and catch any mismatches before they show up in play.
Each row shows: the comparison preset name, a color-coded BLOCK / OVERLAP / IGNORE badge, A→B raw response, B→A raw response, and an optional overlap event warning.
When a resolved result is OVERLAP, a warning indicator appears. This is a reminder that for the BeginOverlap event to fire at runtime, both actors must have Generate Overlap Events enabled on their collision component — not just one. A resolved OVERLAP result is a necessary but not sufficient condition for the event to fire.
Experiment Mode is a what-if sandbox. You temporarily override channel response values and the matrix updates live to show how those changes would affect all interactions — without touching your actual Project Settings.
When any override is set, a prominent banner at the top of the Experiment panel reads "Experiment Mode Active". The Matrix panel also reflects this state. This visual indicator ensures you never confuse experimental values with your real project state.
Each channel has Query and Physics override dropdowns. Set either to Ignore, Overlap, or Block. The matrix updates immediately — no evaluate button needed.
Cells in the Matrix that differ from the project baseline are highlighted with a distinct border, making it easy to see at a glance exactly what your override changes.
When you're satisfied with an experiment, press Commit to Project Settings. This writes your overrides to the project's collision configuration. This is the only place in Collision Commander where data is written back — and it requires an explicit button press. There is no auto-commit.
Press Reset to clear all overrides instantly and return the matrix to its baseline state. Closing the panel without committing also discards all overrides.
Validation runs automatically every time you refresh the matrix and every time you commit an experiment. Results are shown in the Validation panel and summarised as a badge count on the toolbar.
Click Export… in the Collision Commander toolbar. A file-save dialog opens — choose a location and filename. The plugin writes a .xlsx workbook and shows a confirmation toast. There is no auto-save.
The workbook uses no formulas — all values are pre-computed at export time. Compatible with Microsoft Excel 2013+, LibreOffice Calc, and Google Sheets.
Need help?
For help, bug reports, and feature requests, email us directly. Using the subject line format below helps us respond faster.
A few things that usually answer common questions quickly:
Licensing
All updates included. Available on Fab.com under the standard Engine Plugin license.
Solo
Single seat. Binary license.
Studio
Studio binary license. Team use under a single purchase.