A collision trigger (or trigger volume) is a shape in Unreal Engine that detects when actors enter or leave it, without physically blocking them. It generates overlap events but has no collision response — things pass right through.

How It Works

You create a shape component (UBoxComponent, USphereComponent, or UCapsuleComponent) and set its collision profile to Trigger:

BoxComponent->SetCollisionProfileName(TEXT("Trigger"));

Then bind to its overlap events:

BoxComponent->OnComponentBeginOverlap.AddDynamic(this, &MyClass::OnBeginOverlap);
BoxComponent->OnComponentEndOverlap.AddDynamic(this, &MyClass::OnEndOverlap);

The physics engine handles detection. When another actor’s collision shape overlaps the trigger, OnBeginOverlap fires. When it leaves, OnEndOverlap fires. No per-frame cost for the detection itself — it’s all event-driven.

Common Uses

  • Interaction zones — the NGInteractionSystem uses a box trigger around the player to detect nearby interactable objects
  • Kill volumes — trigger at the bottom of the map that destroys anything that falls off
  • Area transitions — entering a trigger loads the next level or activates a cutscene
  • Sound zones — changing ambient audio when the player enters an area

Trigger vs. Collision

The key difference is response:

  • Trigger (Overlap) — generates events, no physical blocking. Actors pass through.
  • Collision (Block) — generates events AND prevents movement. Actors stop or bounce off.

Both use the same underlying physics system. The difference is just the collision response setting.