set_actor_component_collision
Set collision on a placed actor's primitive component: resolve the actor/component, then apply profile, enabled state, and per-channel responses; rebuild filters so save_level persists.
Instructions
Sets collision on a PLACED actor's UPrimitiveComponent (the placed-actor twin of set_blueprint_component_collision). Resolves the actor by name/label then its primitive component (by name, or the root primitive when component_name is omitted) and applies, in order: SetCollisionProfileName (expands the profile into the FBodyInstance response array), SetCollisionEnabled, then per-channel SetCollisionResponseToChannel. Channel keys accept a friendly display name ("Pawn", "Visibility", or a project CUSTOM trace/object channel) OR an ECC_* token; this is how you block a custom game channel that the BlockAll profile leaves at Ignore. After applying, collision-enabled is toggled off/on to force the FBodyInstance to rebuild its filter data, and Actor->Modify() marks the (OFPA) package dirty so save_level persists the change.
Returns: { actor_name: string, component_name: string, component_class: string, profile: string, collision_enabled: string, responses_applied: [{ channel: string, response: string }], collision_enabled_effective: string, rebuilt: bool, world: string, world_name: string|null, world_package: string|null, world_type: string|null, net_mode: string|null, pie_instance: number }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| world | No | absent/"editor" (default; the world save_level persists) | "server" (the PIE world with authority) | "client" | "pie:N" | "pie" (ambiguous) | "game" (alias of "pie") | |
| profile | No | Optional collision profile name to apply first (e.g. "BlockAll", "OverlapAllDynamic", a custom preset) | |
| responses | No | Optional { channel: response } map; channel = friendly name or ECC_* token, response = Ignore/Overlap/Block | |
| actor_name | Yes | Display label or internal name of the target actor | |
| component_name | No | Primitive component name; defaults to the actor's root primitive component when omitted | |
| collision_enabled | No | Optional NoCollision/QueryOnly/PhysicsOnly/QueryAndPhysics |