# Set Collision Channels

In the **BP\_Arcware\_Pawn** there are 3 different collision settings to be aware of...\
\
**1)** **Collision Channel for DOF:**\
If you are using the setting '**Camera Depth of Field Method** = **Automatic\_Depth\_of\_Field'** ...&#x20;

<figure><img src="/files/cRGq0xUvWpAqurbuF8f0" alt=""><figcaption><p>DOF Method</p></figcaption></figure>

... Then you need to be aware of the Collision Channel that's being used to update the Auto depth of field. In it's default set up, any mesh with the **'Visibility'** collision channel set to **'block'** will react to the Automatic depth of field.&#x20;

<figure><img src="/files/8uHuE074naxg1kODjQ6p" alt=""><figcaption><p>Collision channel for DOF</p></figcaption></figure>

<figure><img src="/files/PljR7n1lVhGdDgTnl70r" alt=""><figcaption><p>Example of setting 'Block' Visibility collision response on a mesh, to react with DOF</p></figcaption></figure>

**2) Spring Arm Collision Channel:**\
if you are using the **'Orbit Movement Mode'** then a Spring Arm component is being used to rotate the camera around the focus point. If **'Spring Arm Should Collide With Objects?'** is enabled...

<figure><img src="/files/kH4tn41TbjfdRXyj6cG2" alt=""><figcaption><p>Enable Spring Arm Collision</p></figcaption></figure>

... then the Spring Arm component has in-built logic for handling collisions. With the '**Spring Arm Collision Channel'** setting, we can specify a collision channel that will be used to stop the player camera. (useful when you want to stop the user from orbiting through the floor/walls)&#x20;

<figure><img src="/files/iprEjbRL81ZcnF9GNuBv" alt=""><figcaption><p>Set Spring Arm Collision Channel</p></figcaption></figure>

<figure><img src="/files/nJ66HFKprdsmWCKgWD2j" alt=""><figcaption><p>Example of setting 'Block' Camera collision response on a mesh, to stop Spring Arm camera going through it</p></figcaption></figure>

**3) Collision Types For Pivot Change:** \
Setting these collision object types, means that you can move the camera pivot point (teleporting) to meshes that are set to **'block'** those collision object types.&#x20;

<figure><img src="/files/7kDKQm8q5cJJ8dEIpxpD" alt=""><figcaption><p>Set Collision types for allowing pivot changing</p></figcaption></figure>

<figure><img src="/files/v1LPYKKUleKQxw8rySHE" alt=""><figcaption><p>Example of setting 'Object Type' collision on a mesh, for allowing pivot change</p></figcaption></figure>


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