Blueprint Physics Volume / Reference

Blueprint nodes

v1.1.0Runtime plugin
  • UE 5.5–5.8
On this pageComponent nodesComponent eventsComponent variablesFiltering Physics Volume nodesStructures and enumerations

Every node, event, and readable setting the plugin adds to Blueprints. Component nodes appear when you drag from a Physics Volume Box, Physics Volume Sphere, or Physics Volume Capsule component; level-volume nodes appear when you drag from a Filtering Physics Volume. Both are listed under Physics Volume in the node menu.

Callable nodes have execution pins. Pure nodes have none and run when a connected node reads their output. Every setter takes effect at once for actors already inside the volume.

Component nodes#

The three shapes share the same nodes, settings, and events, but each shape has its own copy of them, so a node's Target is the specific component type.

Set Volume Enabled#

Callable · Target: Physics Volume Box, Sphere, or Capsule · Menu: Physics Volume

Turns the volume on or off without removing it. Actors inside are affected at once: disabling fires On Actor Left Volume for them, and enabling fires On Actor Entered Volume. Does nothing if the state does not change. On a replicated actor, call it on the server; the settings reach clients automatically.

Input Type Details
Target Physics Volume Box, Sphere, or Capsule The volume component. Each shape has its own copy of these nodes.
In Enabled Boolean On to enable.

Set Volume Settings#

Callable · Target: Physics Volume Box, Sphere, or Capsule · Menu: Physics Volume

Replaces every setting, including Enabled and the filter. Actors already inside pick up the change without leaving and re-entering. To change one setting, read the current settings, change that member with a Set Members node, and pass the result. On a replicated actor, call it on the server; the settings reach clients automatically.

Input Type Details
Target Physics Volume Box, Sphere, or Capsule The volume component. Each shape has its own copy of these nodes.
In Settings Physics Volume Settings Must be connected. Every setting at once. See Physics Volume Settings.

Set Filter#

Callable · Target: Physics Volume Box, Sphere, or Capsule · Menu: Physics Volume › Filter

Replaces the actor filter. Actors already inside are checked against the new filter straight away. On a replicated actor, call it on the server; the settings reach clients automatically.

Input Type Details
Target Physics Volume Box, Sphere, or Capsule The volume component. Each shape has its own copy of these nodes.
In Filter Physics Volume Actor Filter Must be connected. The complete filter. See Physics Volume Actor Filter.

Add Filtered Class#

Callable · Target: Physics Volume Box, Sphere, or Capsule · Menu: Physics Volume › Filter

Adds a class to the filter's Classes list. Ignores None and classes already listed. Remove Filtered Class removes every copy of the class.

Input Type Details
Target Physics Volume Box, Sphere, or Capsule The volume component. Each shape has its own copy of these nodes.
Actor Class Actor class reference Class to add or remove.

Add Filtered Tag#

Callable · Target: Physics Volume Box, Sphere, or Capsule · Menu: Physics Volume › Filter

Adds a tag to the filter's Actor Tags list. Ignores None and tags already listed. Remove Filtered Tag removes every copy of the tag.

Input Type Details
Target Physics Volume Box, Sphere, or Capsule The volume component. Each shape has its own copy of these nodes.
Actor Tag Name An ordinary actor tag, not a Gameplay Tag.

Set Volume Collision Profile#

Callable · Target: Physics Volume Box, Sphere, or Capsule · Menu: Physics Volume › Collision

Sets the volume's collision preset by its exact name, for example OverlapAllDynamic, and leaves custom channel responses.

Input Type Details
Target Physics Volume Box, Sphere, or Capsule The volume component. Each shape has its own copy of these nodes.
Profile Name Name Name of a collision preset in your project.

Set Volume Collision Response To Channel#

Callable · Target: Physics Volume Box, Sphere, or Capsule · Menu: Physics Volume › Collision

Sets how the volume responds to one collision channel. The first call switches the volume to custom responses, starting from its current preset. Only Overlap lets the volume affect actors on that channel.

Input Type Details
Target Physics Volume Box, Sphere, or Capsule The volume component. Each shape has its own copy of these nodes.
Channel Collision Channel The channel to change.
New Response Collision Response Ignore, Overlap, or Block.

Can Volume Affect Anything#

Pure · Target: Physics Volume Box, Sphere, or Capsule · Menu: Physics Volume › Collision

False when the volume's collision cannot affect anything: query collision is off, no channel is set to Overlap, or the volume does not exist yet because the game has not started. Use it to diagnose a volume that looks configured but does nothing.

Input Type Details
Target Physics Volume Box, Sphere, or Capsule The volume component. Each shape has its own copy of these nodes.
Output Type Details
Return Value Boolean True when at least one channel overlaps.

Get Hosted Volume#

Pure · Target: Physics Volume Box, Sphere, or Capsule · Menu: Physics Volume

Returns the physics volume this component drives: the volume a Character's Get Physics Volume reports while it is inside. It is a kind of Filtering Physics Volume, so the level-volume nodes work on it.

Input Type Details
Target Physics Volume Box, Sphere, or Capsule The volume component. Each shape has its own copy of these nodes.
Output Type Details
Return Value Hosted Physics Volume None until the component is in a world, and on class defaults.

Use it to:

  • check whether a Character is inside this volume, by comparing its Get Physics Volume with this result;
  • call Would Affect Actor, Get Volume Settings, or Refresh Overlapping Actors;
  • pass the volume to logic that works with any Filtering Physics Volume.

Changes made through it, such as Set Volume Priority or Clear Filter, apply only on the machine that makes them and are replaced the next time the component applies its own settings: after any component setter, a replicated settings update, or the component being registered again. For lasting changes, use the component's own nodes, such as Set Volume Settings with a new Priority.

The engine's shape nodes, such as Set Box Extent, Set Sphere Radius, and Set Capsule Size, also reshape the volume. Shape and collision changes do not replicate.

Component events#

Select the component and click + next to the event in the Events section of the Details panel.

On Actor Entered Volume#

Event · Target: Physics Volume Box, Sphere, or Capsule

An actor has started being governed by this volume. Actors the filter excludes never fire it.

Event pin Type Details
Actor Actor The actor that entered.

On Actor Left Volume#

Event · Target: Physics Volume Box, Sphere, or Capsule

An actor has stopped being governed by this volume.

Event pin Type Details
Actor Actor The actor that left.

"Governed" means this volume is the one that applies to the actor. Moving from an outer volume into a higher-priority inner one fires On Actor Left Volume on the outer volume and On Actor Entered Volume on the inner one. The events also fire at once when a setter changes whether actors already inside qualify, for example when the volume is disabled or the filter changes. They fire only during play, never in the editor or the Blueprint preview.

In multiplayer the events fire on the server and on every client where the actor moves. Put damage, scoring, and spawning behind Has Authority; sounds and effects can run everywhere. See Overlapping volumes and multiplayer.

Component variables#

Read the component's settings with Get nodes. Both are read-only; change them with the setter nodes.

Variable Type Details
Settings Physics Volume Settings Current settings. Replicated from the server when the actor replicates.
Volume Collision Physics Volume Collision Settings Current collision. Not replicated.

Filtering Physics Volume nodes#

A Filtering Physics Volume is placed from Place Actors → Volumes and has the same settings and events as the components. Bind its events in the Level Blueprint. Runtime changes to a placed volume do not replicate, so make them on every machine.

Set Volume Enabled#

Callable · Target: Filtering Physics Volume · Menu: Physics Volume

Turns the volume on or off without removing it. Actors inside are affected at once: disabling fires On Actor Left Volume for them, and enabling fires On Actor Entered Volume. Does nothing if the state does not change. Changes to a placed volume apply only on the machine that makes them.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.
In Enabled Boolean On to enable.

Set Volume Settings#

Callable · Target: Filtering Physics Volume · Menu: Physics Volume

Replaces every setting, including Enabled and the filter. Actors already inside pick up the change without leaving and re-entering. To change one setting, read the current settings, change that member with a Set Members node, and pass the result. Changes to a placed volume apply only on the machine that makes them.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.
In Settings Physics Volume Settings Must be connected. Every setting at once. See Physics Volume Settings.

Set Filter#

Callable · Target: Filtering Physics Volume · Menu: Physics Volume › Filter

Replaces the actor filter. Actors already inside are checked against the new filter straight away. Changes to a placed volume apply only on the machine that makes them.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.
In Filter Physics Volume Actor Filter Must be connected. The complete filter. See Physics Volume Actor Filter.

Add Filtered Class#

Callable · Target: Filtering Physics Volume · Menu: Physics Volume › Filter

Adds a class to the filter's Classes list. Ignores None and classes already listed. Remove Filtered Class removes every copy of the class.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.
Actor Class Actor class reference Class to add or remove.

Add Filtered Tag#

Callable · Target: Filtering Physics Volume · Menu: Physics Volume › Filter

Adds a tag to the filter's Actor Tags list. Ignores None and tags already listed. Remove Filtered Tag removes every copy of the tag.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.
Actor Tag Name An ordinary actor tag, not a Gameplay Tag.

Get Volume Settings#

Pure · Target: Filtering Physics Volume · Menu: Physics Volume

Returns the volume's current settings.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.
Output Type Details
Return Value Physics Volume Settings

Set Volume Priority#

Callable · Target: Filtering Physics Volume · Menu: Physics Volume

Sets which volume wins where volumes overlap. Higher takes precedence. Give overlapping volumes different priorities; equal priorities have no fixed winner.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.
In Priority Integer New priority.

Clear Filter#

Callable · Target: Filtering Physics Volume · Menu: Physics Volume › Filter

Empties the filter's class and tag lists. The mode stays as it is, so a volume set to Affect Only Listed Actors then affects nothing.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.

Would Affect Actor#

Pure · Target: Filtering Physics Volume · Menu: Physics Volume › Filter

Whether the volume is enabled and its filter lets this actor through, wherever the actor is. It does not tell you whether the actor is inside. Component tags are read from the actor's root component.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.
Actor Actor The actor to test.
Output Type Details
Return Value Boolean True when the volume would apply to the actor.

Refresh Overlapping Actors#

Callable · Target: Filtering Physics Volume · Menu: Physics Volume

Checks every actor overlapping the volume again. The setter nodes do this for you. Otherwise, actors are checked again only when they move.

Input Type Details
Target Filtering Physics Volume A Filtering Physics Volume placed in the level, or the volume returned by Get Hosted Volume.

On Actor Entered Volume and On Actor Left Volume#

Event · Target: Filtering Physics Volume

The same events as the components, with an Actor pin.

The engine's own volume variables, such as Terminal Velocity or Priority, can be set on this actor, but they are replaced whenever its settings are applied. Use the nodes above.

Structures and enumerations#

The values below are also the settings shown in the Details panel.

Physics Volume Settings#

Member Default Details
Enabled On Off makes the volume affect nothing.
Filter Ignore Listed Actors, empty lists Which actors the volume applies to.
Priority 1 Higher wins where volumes overlap. Stock physics volumes default to 0.
Gravity Mode World Gravity How gravity is decided inside the volume.
Gravity Scale 1.0 Multiplies world gravity. Shown for Scale World Gravity. 0 is weightless; negative reverses gravity.
Gravity Z -980 cm/s² Fixed vertical gravity. Shown for Absolute Gravity Z. Negative pulls down.
Water Volume Off Characters that can swim start swimming inside.
Fluid Friction 0.3 Resistance while swimming or flying. Higher is thicker. Minimum 0. A placed Filtering Physics Volume starts from the project's physics settings instead.
Terminal Velocity 4000 cm/s Fastest a Character can fall inside. Minimum 0. A placed Filtering Physics Volume starts from the project's physics settings instead.
Physics On Contact Off Advanced. Touching the volume is enough, instead of the actor's origin being inside it.

A Character's own Gravity Scale still multiplies the volume's gravity.

Physics Volume Actor Filter#

Member Default Details
Mode Ignore Listed Actors Ignore Listed Actors affects everything except matches. Affect Only Listed Actors affects only matches, so empty lists affect nothing.
Classes Empty Actor classes to match.
Actor Tags Empty Tags from the actor's Tags list. Not Gameplay Tags.
Include Subclasses On Also match child classes of the listed classes.
Match Component Tags Off Advanced. Also match the tags of the component that enters the volume, such as a Character's capsule, not its other components.

An actor matches when any listed class or tag matches it. Empty entries in the lists match nothing.

Physics Volume Collision Settings#

Member Default Details
Use Custom Responses Off Set channels individually instead of using a preset. In the Details panel, choose Custom... in the Collision Presets list instead.
Preset OverlapAllDynamic Collision preset. It must overlap the actors the volume should affect.
Object Type WorldStatic Used with custom responses. What the volume counts as for other objects.
Responses Overlap on every channel Used with custom responses. Only Overlap lets the volume affect a channel.

Gravity Mode#

Entry Details
World Gravity Use the world's gravity unchanged.
Scale World Gravity World gravity multiplied by Gravity Scale. Follows later changes to world gravity.
Absolute Gravity Z Use Gravity Z and ignore the world's gravity.
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