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
      • Add and Configure the Map Helper
    • 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
      • GetNPCIcon Function
      • 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

Update Character Helper Overlaps

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

Last updated 2 years ago

The final step of setting up custom collision is to ensure that the Character Helper actor, which is responsible for triggering the overlaps with the actors updated in step 2, is set up to detect the new object response channel and disabling it from interacting with other object channels. To do this, open up BP_QuestMapPro_CharacterHelper (found in Content/QuestMap/Blueprints/Actors/HelperActors). This actor has 6 separate trigger volumes.

For each of these trigger volumes, you will need to change the collision responses. To do this, click on the trigger volume and find the Collision section in the details panel. Set the Collision Presets to Custom… and ensure that the Object Type is set to WorldDynamic. Use the checkboxes to set all collision responses to Ignore, except for the new object response created in step 1 (QuestMapPro in this tutorial), with one exception being the NPCTrigger element. Ensure that Pawn is set to Overlap on this trigger to ensure pawns will still overlap and add to the compass and maps as desired.

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Changing Actor Object Types