Blueprint Physics Volume / Guides

Overlapping volumes and multiplayer

v1.2.0Runtime plugin
  • UE 5.5–5.8
On this pageChoose which volume winsLet some actors use the outer volumeChange a volume during playTest multiplayer behaviorCheck the whole transition

Choose which volume wins#

Higher Priority takes precedence. Give overlapping volumes distinct values; equal priorities do not guarantee a consistent winner.

For example, set a broad movement area to priority 1 and a smaller special area inside it to priority 2.

Let some actors use the outer volume#

Exclude an actor from the inner volume with a class or tag filter. It can then use the next applicable volume, such as the outer area, rather than necessarily returning to world defaults.

Test with both an included actor and an excluded one.

Change a volume during play#

Use the Blueprint setters to change Enabled, settings, or filters. Actors already standing inside receive the updated behavior without needing to leave and re-enter. Moving or resizing a volume around an actor that is standing still applies when the actor next moves; call Refresh Overlapping Actors on Get Hosted Volume to apply it at once.

Test multiplayer behavior#

Change component volume settings on the server; they reach clients when the owning actor replicates. Collision, shape size, and changes to a placed Filtering Physics Volume do not replicate, so make those on every machine. Check movement with both the server and a client in the area.

Enter and leave events can fire on both sides. Put damage, score changes, and spawning behind Has Authority so a reaction is not performed more than intended. Use client-side events for local sound or visual feedback where appropriate.

Check the whole transition#

Test entering, leaving, disabling the volume while occupied, and changing an actor's eligibility. These cases help catch conflicting priorities or filters.

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