get_collision_info
Inspect a placed primitive component's collision setup and physics state—channel responses, event flags, simulate physics, mobility, and physics material—to diagnose why it fails to block or overlap.
Instructions
Read ONE placed primitive component's collision setup and physics state: collision enabled mode, per-channel responses (WorldStatic / WorldDynamic / Pawn / PhysicsBody), overlap and hit event flags, simulate-physics, mobility, and the physical material with its friction / restitution / density. The tool to answer "why does this not block / not overlap" without writing Python. Two limits from the code: it searches by component NAME across the world's actors but only inspects each actor's FIRST primitive component, so a secondary component (a second collider, a trigger next to a mesh) reports "not found" even though it exists; and it reads the component's live responses, NOT the profile definition -- for the profile itself use get_collision_profile (which is blind to +EditProfiles overrides), and prove a channel really blocks with raycast_scene.
Returns: { component_name: string, collision_info_found: bool, collision_info_message: string, collision_enabled: string, collision_type: string, collision_response: string, collision_enabled_state: string, collision_generate_overlap_events: bool, collision_generate_hit_events: bool, collision_simulate_physics: bool, collision_mobility: string, collision_response_world_static: string, collision_response_world_dynamic: string, collision_response_pawn: string, collision_response_physics_body: string, physics_material_is_default: bool, physics_material_name: string, physics_material_path: string, physics_material_surface_type: string, physics_material_friction: float, physics_material_restitution: float, physics_material_density: float, physics_material_raise_mass_to_power: float, physics_material_linear_damping: float (body), physics_material_angular_damping: float (body), physics_material_mass_scale: float (body) }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| component_name | Yes | Name of the primitive component to query (must be its actor's first primitive component to be findable). |