Collision Layer

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Revision as of 21:46, 28 March 2018 by imported>Qazaaq (grammer)
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Type: COLL
Papyrus: None

A Collision Layer is a geometric primitive which represents the games types of collision and their interactions. The Collision Layer object is found within the Object Window under the Miscellaneous Category.

Editor Dialog

Collision Layer Editor.png

  • ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
  • Name: This object's name as it will appear within user interface menus or when the player looks at it.
  • Description: The object's description as it will appear within user interface menus.
  • Color: The default color used for this object. This affects the collision primitive's color.
    • R: The colors red channel is represented by a number between 0 and 255.
    • G: The colors green channel is represented by a number between 0 and 255.
    • B: The colors blue channel is represented by a number between 0 and 255.
  • Collides with...: The collision layers which will obstruct this Collision Layer.
  • Available Layers: The available collision layers this Collision Layer may collide with.
  • <-- Add: Adds a collision layer to Collides with....
  • Remove -->: Removes a collision layer from Collides with....
  • Sensor:
  • Trigger Volume: Whether this Collision Layer's primitive should act as a Trigger Volume. A Trigger Volume will invoke Papyrus events such as OnTriggerEnter and OnTriggerLeave.
  • Navmesh Obstacle: Whether this Collision Layer should dynamically cut NavMesh. Used only for specific collision layers such as L_NAVCUT.

See Also