Welcome back everyone in this video we are going to be doing some work in our project setting setting up some collision stuff so that we can make it so that our mist will pass through that gate that you saw a couple videos back. Now I've got my BP player tab open across the top here and I'm gonna jump to it in a minute. I have my capsule component selected here that says capsule surrounding our player. And over in the Details panel, if I scroll on down a little bit under the collision section, you can see that our object type here this for this capsule component is considered to be that of a pawn. Now, this is important because when we collide with other things, that other thing wants to know, hey, what is that thing that is colliding with us? And in this case, it would be a pawn and based on the collision responses that in that other thing we're colliding with would determine Well, how are we supposed to treat a pawn if it is collides with us, and it may set it to block us overlap or ignore us, etc.
In this video, we're going to be doing some work whereby eventually, we're going to change our characters object type from a pond to a new object type called mist. And we're eventually going to make it so that our gate mesh that we create our gate blueprint that we create is going to ignore any object type Miss, so that Miss can pass right through it. Now that all that's confusing, don't worry about it, we'll take it step by step. Long story short, find your way on over to the project settings. And if you don't remember how to get there, you can just come under the settings right here, Project Settings. And once you're in here, you want to find your way on over to the collision section along the left hand side.
Now, we have a couple of object channels that we've created throughout This series of tutorials from way earlier in the course we created one called black magic and another one called enemy. I just want you to notice something here in our BP player right here. Down in our collision section. Here we've got different object responses we can set for if we interact with something labeled as in object type black magic, or something labeled as an object type enemy. Back in our project settings, we want to add a new object channel by clicking right here. We're going to name this new object channel Miss, and our default response to miss is going to be blocked.
So let's just click Accept here. And next I want to create a new collision preset that's going to be this area down below and actually before I even get to that, if I click out of my you don't see Miss show up down here, my BP player but if I exit out of my BP player, opener, back up Double click there we go capsule components down in the collision section. Now you can see we've got a new object channel down there for missed. Okay, let's jump back to our project settings I want to add a new preset right down here and I got to click this little drop down arrow. So let's click this new button right here. We're going to create a new preset for we're going to name this ignore missed in our collision enabled here setting is going to be set to be query only.
And our object type here can remain world static the description here we're going to set to be our Miss default collision response. With that all done, I'm going to change this to everything here is fine being blocked or however, I want to change this mist right here to be ignore. Now eventually when we create our gate, we're going to set it to have this particular preset. So that mist is going to be able to pass right through it, we don't have to do anything special. We'll have a collision preset already made, so that we can set it so that Miss can be ignored immediately. Now what do I mean by that?
If I click Accept here, and I go into my BP Player One more time, I've got my capsule component set right or selected right here. My collision preset which should be paused it currently says custom but now in this little drop down, I can set one to be Excuse me, I'm gonna have to close out of this to see this. Once again. It's a little annoying to see Refresh happen capsule components over in the Details panel under collision preset is currently set to pawn However, if I click this drop down now I've got a new one for ignore missed. Now I want this my BP player to be set to pawn but eventually my gait I'm going to set the collision preset to be ignore missed and when I do is going to automatically be set up to ignore missed. So let's set this back upon for the time being through scripting we will do do some toggling of our BP players object type here but that is still to come.
We have our project settings all like we want them to a new object channel missed set to block and a new collision preset here of ignore missed. Well guys, that should do it all for this one. We will see you in the next one.