---
description: Set up custom collision to improve your Quest Map Pro integration
---

# Setting Up Custom Collision

This page will go over the process of setting up custom collision channels for the Quest Map Pro objects. This can help with performance, particularly in densely populated worlds, as well as prevent the Quest Map Pro systems from interacting with existing actors and triggering events.

{% hint style="info" %}
This tutorial assumes you have already completed the [Integration tutorial](integration) and have Quest Map Pro successfully working within your project.
{% endhint %}

## YouTube Tutorial

The video version of this tutorial is quite similar to the written version.  However, the video version may be outdated with small alterations that have happened as a result of the ongoing development of features for Quest Map Pro. With all video tutorials, any alterations to the process will be left as a pinned comment on the video, or just below the embedded video on this page.

{% embed url="https://www.youtube.com/watch?v=mIow7yEzYAw" %}

<details>

<summary>Changes to Setting Up Custom Collision video</summary>

Just a small correction here. For the NPC Trigger element in the **BP\_QuestMapPro\_CharacterHelper** actor, you need to ensure that the collision response for **Pawn** is set to **Overlap**, not ignore. All the other triggers are correct in the video, but for NPC Trigger specifically, it needs to overlap with Pawns as well, as NPCs are pawn actor types!

</details>

## Written Tutorial

The written version of this tutorial is broken down into steps for easier readability.

Step 1: [Creating a New Collision Object Channel](setting-up-custom-collision/creating-a-new-collision-object-channel)

Step 2: [Changing Actor Object Types](setting-up-custom-collision/changing-actor-object-types)

Step 3: [Update Character Helper Overlaps](setting-up-custom-collision/update-character-helper-overlaps)
