Ue5 Collision And Trace Contract

Define what counts as a hit in a UE5 project before writing queries — which object channels and trace channels exist and what each one means, who is allowed to decide a hit, how the collision response matrix is agreed on as shared global state, and whether a line, sweep, or overlap is the correct query for the speed and size involved. Use before implementing hit detection, when fast objects pass through thin geometry, when a query returns nothing or too much, when adding a channel, or when two systems disagree about whether something was hit.

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