# Collision Response

<details>

<summary>Collision Response</summary>

To set the collision response, select the door or window blueprint placed in the level and select at:

<mark style="color:green;">Details -> Detection -> Enum Collision Response</mark>

![](https://238249542-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4oMFO54oVm2ludQTOa3d%2Fuploads%2FmF4xcfaJIo0Kg3XEtavW%2Fimage.png?alt=media\&token=b473b735-e6da-4054-886d-412c35f1ad7a)

There are 4 Collision Responses based on 2 Events (Detection and Interaction).

### 1. Continue on detect, Forward on interact:

When the door or window detects another object while opening / closing, it will stop. When the detected object gets removed, the door or window will **CONTINUE** to open / close.

If the door or window is interacted with during the opening / closing animation, then the door or window will continue to play **FORWARD** the opening / closing animation.

### 2. Continue on detect, Reverse on interact:

When the door or window detects another object while opening / closing, it will stop. When the detected object gets removed, the door or window will **CONTINUE** to open / close.

If the door or window is interacted with during the opening / closing animation, then the door or window will **REVERSE** the opening / closing animation.

### 3. Stop on detect, Forward on interact:

When the door or window detects another object while opening / closing, it will **STOP** and wait for an interaction event.

If the door or window is interacted with during the opening / closing animation, then the door or window will continue to play **FORWARD** the opening / closing animation.

### 4. Stop on detect, Reverse on interact:

When the door or window detects another object while opening / closing, it will **STOP** and wait for an interaction event.

If the door or window is interacted with during the opening / closing animation, then the door or window will **REVERSE** the opening / closing animation.

</details>

<details>

<summary>Ignoring Actors and Components</summary>

The ignoring Actors and Components functions are used to create exceptions from the collision response system.

<mark style="color:red;">(By DEFAULT, every Blueprint ignores its own components from Begin Play)</mark>

To add Actors or Components to the ignored array from the level by reference or selection, go to:\ <mark style="color:green;">Details -> Detection -> Ignored Actors / Ignored Components</mark>

![](https://238249542-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4oMFO54oVm2ludQTOa3d%2Fuploads%2FMpCS5myGhEy4FOUYK2m9%2Fimage.png?alt=media\&token=f7af71a9-1f52-427c-bba8-8c11d0a896ec)

To add Actors or Components to the ignored array from the Blueprint, go to:\ <mark style="color:green;">Content -> Smart\_Doors\_Windows -> Blueprints</mark>\
and select the desired door or window blueprint to modify.

Every Blueprint has 4 functions:

![](https://238249542-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4oMFO54oVm2ludQTOa3d%2Fuploads%2FOqlN8qyuISP1e3uuzY95%2Fimage.png?alt=media\&token=9d0d1fb3-8609-4ff3-ad16-1846e4f056cc)

1. Add Ignored Individual\
   \- Function used for adding an Individual Component or Actor to the Ignored Arrays
2. Add Ignored Array\
   \- Function used for appending other arrays of Components or Actors to the Ignored Arrays
3. Clear Ignored Individual\
   \- Function used for clearing an Individual Component or Actor from the Ignored Arrays
4. Clear Ignored All\
   \- Function used for clearing all of the Components or Actors from the Ignored Arrays

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