Quest Map Pro
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    • Update on 1.6 (2025)
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  • Getting Started
    • Integration
      • Add Components to your Controller
      • Add Interface to your Controller
      • Add Interface to your Character
      • Add and Configure Input Mappings
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    • Setting Up Landmarks
      • Add the Landmark Actor
      • Define the Landmark Bounds
      • Setting up a Navigation Point
      • Configure Fast Travel
      • Set Name, Icon and Color
    • Setting Up POIs
    • Setting Up Hidden Objects
    • Setting Up NPCs
      • Adding the Interface to your NPC
      • GetNPCState Function
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      • GetActorReference Function
    • Setting Up Navigation Trails
      • Add NavMeshBoundsVolume
      • Scale NavMesh
      • Add the Location Manager to your World
      • Set Navigation Data in Location Manager
    • Using Your Own HUD
      • Place the Compass Element
      • Place the World Map Element
      • Place the Mini Map Element
      • Name the Elements
      • Add Interface to your HUD
      • Set Up Interface Functions (HUD)
      • Set Up Interface Functions (Controller)
      • Disable the Example UI
    • Using A 3D Widget Map
    • Setting Up Quests
    • Setting Up Custom Collision
      • Creating a New Collision Object Channel
      • Changing Actor Object Types
      • Update Character Helper Overlaps
    • Setting Up Save Data
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  • Helper Blueprints
    • Character Helper
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  • World Actors
    • Discovery Actor
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  • Integrations
    • Integrations
      • Lyra
      • Survival Game Kit Version 2
      • Narrative Quest and Dialogue System
      • Easy Multi Save
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  1. Getting Started
  2. Setting Up Custom Collision

Changing Actor Object Types

Step 2 of 3 in setting up custom collision with Quest Map Pro

Last updated 1 year ago

Now that you have a new object response channel, you will need to tell the Quest Map Pro actors to use it. Use a content browser to navigate to Content/QuestMap/Blueprints/Actors/WorldObjects and open up all actors in this folder, except for BP_QuestMapPro_TravelPoint.

For each of these actors, you will need to set the Object Type in the Collision Presets for their collision volumes. To do this, click on the collision volume and find the Collision section in the details panel. Set the Collision Presets to Custom… and change the Object Type to the new object response channel made in step one (QuestMapPro in this tutorial).

This must be done for the following components in the open actors:

  • OverlapTrigger in BP_QuestMapPro_HiddenObject

  • OverlapTriggerBox, OverlapTriggerSphere and OverlapTriggerCapsule in BP_QuestMapPro_Landmark

  • OverlapTrigger in BP_QuestMapPro_POI

  • QuestArea in BP_QuestMapPro_Quest

  • Discovery in BP_QuestMapPro_Waypoint

Be sure to save each actor after this step to ensure there are no issues with unsaved changes.

Go Back:

Creating a New Collision Object Channel

Next Step:

Update Character Helper Overlaps