What problem does it solve? Setting up collision, traces, and physics simulation in Unreal Engine involves many interacting controls (channels, response types, collision-enabled modes, body instances), and misconfiguration is the most common cause of bugs like overlaps never firing, traces missing targets, or physics not simulating. ## Core Features & Use Cases - Collision Setup: Configure ECollisionChannel object types, per-channel ECR_Block/Overlap/Ignore responses, collision presets, and QueryOnly/PhysicsOnly modes on UPrimitiveComponent. - World Queries: Perform line traces, shape sweeps, and overlap queries with LineTraceSingleByChannel, SweepSingleByChannel, and OverlapMultiByChannel, reading FHitResult data like ImpactPoint, ImpactNormal, and PhysMaterial. - Simulation & Constraints: Enable rigid-body physics with SetSimulatePhysics, apply AddForce/AddImpulse, build ragdolls via UPhysicsAsset, and join bodies with UPhysicsConstraintComponent and FConstraintInstance drives. - Use Case: You need a trigger volume that notifies your actor when a pawn enters. The skill shows the exact QueryOnly setup, ECR_Overlap responses, bGenerateOverlapEvents flag, and the required UFUNCTION delegate signature for OnComponentBeginOverlap. ## Quick Start Ask the agent to set up a sphere component as a query-only trigger volume that overlaps only pawns and fires an OnComponentBeginOverlap event in Unreal Engine C++.