Everything Blueprint Physics Volume adds: the components and the level volume, every Details panel setting with its default, which volume applies to which actor, multiplayer behavior, and the messages you may see. For each node and event, see Blueprint nodes.
At a glance#
| Item | Details |
|---|---|
| Plugin type | Runtime, with an editor module for the Details panel. It ships in packaged games, including dedicated servers. |
| Platforms | No platform restrictions |
| Engine versions | UE 5.5–5.8 |
| Dependencies | None |
| Blueprint nodes | Yes. See Blueprint nodes. |
| Settings and console commands | None. There is no Project Settings page. |
Where to find it#
| Entry point | What it adds |
|---|---|
| Add Component → Physics → Physics Volume Box | A box-shaped volume on the actor. |
| Add Component → Physics → Physics Volume Sphere | A sphere-shaped volume. |
| Add Component → Physics → Physics Volume Capsule | A capsule-shaped volume. |
| Place Actors → Volumes → Filtering Physics Volume | A volume placed in the level with an editable brush, like a stock Physics Volume. |
The components draw their shape as a violet wireframe in the viewport; the wireframe is the volume. There are no extra handles, buttons, or menu entries.
The components#
| Component | Size settings | Default size |
|---|---|---|
| Physics Volume Box | Box Extent | 100, 100, 100 |
| Physics Volume Sphere | Sphere Radius | 100 |
| Physics Volume Capsule | Capsule Radius, Capsule Half Height | 50, 100 |
- The component has no collision of its own. It never blocks, overlaps, or appears in traces.
- The volume follows the actor and reshapes when its size or scale changes. A box scales per axis, a sphere uses the smallest scale axis, and a capsule's radius follows the smaller of its X and Y scale, matching the wireframe. A capsule shorter than its radius behaves as a sphere.
- Duplicated actors get their own volume.
- The volume works only while the game is running, not in the editor or the Blueprint preview.
Details panel#
Physics Volume#
| Setting | Default | Effect |
|---|---|---|
| Enabled | On | Off makes the volume affect nothing. |
| Filter | Affects everything | Which actors the volume applies to. See below. |
| Priority | 1 | Higher wins where volumes overlap. Stock physics volumes default to 0, so these volumes win over them. Give overlapping volumes different priorities. |
| Physics On Contact | Off | Advanced. Touching the volume is enough, instead of the actor's origin being inside it. |
| Gravity → Gravity Mode | World Gravity | World Gravity, Scale World Gravity, or Absolute Gravity Z. |
| Gravity → Gravity Scale | 1.0 | Shown for Scale World Gravity. 0 is weightless; negative reverses gravity. |
| Gravity → Gravity Z | -980 cm/s² | Shown for Absolute Gravity Z. Negative pulls down. |
| Fluid → Water Volume | Off | Characters that can swim start swimming inside. |
| Fluid → Fluid Friction | 0.3 | Resistance while swimming or flying. Minimum 0. |
| Fluid → Terminal Velocity | 4000 cm/s | Fastest a Character can fall inside. Minimum 0. |
A Character's own Gravity Scale still multiplies the volume's gravity.
Filter#
| Setting | Default | Effect |
|---|---|---|
| Mode | Ignore Listed Actors | Ignore Listed Actors affects everything except matches. Affect Only Listed Actors affects only matches. |
| 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. |
An actor matches when any listed class or tag matches it. Empty entries match nothing.
The collapsed Filter row shows a summary, such as Affects everything, Affects nothing, Ignoring 2 classes, 1 tag, or Only 1 class. An Affect Only Listed Actors filter with both lists empty shows a warning, because it affects nothing.
Physics Volume Collision#
Components only. The volume's collision must Overlap the actors it should affect; Block and Ignore both leave it unable to affect them.
| Setting | Default | Effect |
|---|---|---|
| Collision Presets | OverlapAllDynamic | The preset the volume uses. Custom..., the first entry, sets channels individually, starting from the current preset. |
| Object Type | From the preset: WorldDynamic for the default | Shown for Custom. What the volume counts as for other objects. |
| Collision Responses | From the preset: Overlap on every channel for the default | Shown for Custom. An Ignore, Overlap, and Block choice for All Channels and for each channel, using your project's channel names. |
Custom collision is always query-only.
Filtering Physics Volume#
A placed Filtering Physics Volume has the same Physics Volume settings, with these differences:
- It uses the standard Collision section instead of Physics Volume Collision. Its default preset is also OverlapAllDynamic.
- Fluid Friction and Terminal Velocity start from the project's physics settings.
- The engine's own Character Movement and Volume categories are hidden; their values come from the Physics Volume settings.
Which volume applies#
Each actor is governed by the highest-priority volume that:
- is enabled;
- lets the actor through its filter;
- overlaps the actor through its collision;
- contains the actor's origin, or touches the actor when Physics On Contact is on.
An actor a volume excludes falls through to the next applicable volume, and then to the world's defaults. Equal priorities have no fixed winner.
Actors are checked again when they move and when a setter changes a volume. A volume that moves, grows, or appears around an actor that is standing still applies once that actor moves; call Refresh Overlapping Actors on the volume from Get Hosted Volume to apply it at once.
Which actors are affected#
- Characters, Default Pawns, and pawns using pawn movement are affected.
- Projectile Movement and simple movement components are not affected by default. Turn on Component Should Update Physics Volume on the movement component, or Should Update Physics Volume on the moving component.
- Props simulating physics are not affected.
- The moving component needs Generate Overlap Events and query collision.
| Setting | Effect on a Character |
|---|---|
| Water Volume | Starts swimming if Can Swim is on; falls when leaving. |
| Fluid Friction | Applies while swimming or flying. |
| Terminal Velocity | Limits falling speed. |
| Gravity | Volume gravity, multiplied by the Character's Gravity Scale. |
A Default Pawn receives the enter and leave events, but has no gravity or swimming.
Multiplayer#
| Change | Replicates |
|---|---|
| Component Physics Volume settings, including changes from the setter nodes | Yes, when the owning actor replicates. Component replication is on by default. Clients apply the settings and re-check actors inside. |
| Physics Volume Collision, shape size and scale | No |
| Runtime changes to a placed Filtering Physics Volume | No |
| Changes made through Get Hosted Volume | No |
Call the component setters on the server. Make other runtime changes on every machine. The enter and leave events fire on the server and on each client where the actor moves; put damage, scoring, and spawning behind Has Authority.
Messages#
| When | Message |
|---|---|
| The volume's collision cannot affect anything | An Output Log warning under LogBlueprintPhysicsVolume, each time that collision setup is applied: no channel is set to Overlap, or query collision is off. |
| The volume could not be created or attached | An Output Log warning. The volume then does not work, or does not follow the actor. |
| Custom... is selected | The tooltip reads The volume's channel responses are set individually below. |
| An empty Affect Only Listed Actors filter | A warning row in the Details panel. |
Limits#
- A bare Scene Component that tracks physics volumes bypasses both the filter and Enabled. Use it on Characters, Pawns, or movement components.
- Physics Volume Collision exists on the components only.
- Placed Filtering Physics Volumes are saved in your maps. Delete them, and remove the components from your Blueprints, before disabling the plugin.