# Unreal Engine Docs Authors - Components and Collision (Highlights) ![rw-book-cover|256](https://readwise-assets.s3.amazonaws.com/static/images/article0.00998d930354.png) ## Metadata **Cover**:: https://readwise-assets.s3.amazonaws.com/static/images/article0.00998d930354.png **Source**:: #from/readwise **Zettel**:: #zettel/fleeting **Status**:: #x **Authors**:: [[Unreal Engine Docs Authors]] **Full Title**:: Components and Collision **Category**:: #articles #readwise/articles **Category Icon**:: 📰 **URL**:: [docs.unrealengine.com](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPTutorials/Components/) **Host**:: [[docs.unrealengine.com]] **Highlighted**:: [[2022-03-21]] **Created**:: [[2022-09-26]] ## Highlights - We will create a Sphere Component to interact with the physical world, a Static Mesh Component to represent our collision shape visually, a Particle System Component that we can turn on or off at will, and a Spring Arm Component that we can use to attach a Camera Component to control our in-game perspective. - SphereComponent->SetCollisionProfileName(TEXT("Pawn")); - A Spring Arm Component can provide a smoother attachment point for our camera by allowing our camera to accelerate and decelerate more slowly than the Pawn it is following. - Returning to Unreal Editor, it's time to configure our project's input settings. These settings can be found under Project Settings in the Edit dropdown menu. - We will need an Action Mapping to set up our particle-system toggle, two Axis Mappings to move our Pawn, and one more Axis Mapping to turn our Pawn. image ![](https://blog.iany.me//uploads/202203/88360e/InputSettings.webp) - // Make sure that everything is still valid, and that we are allowed to move. if (!PawnOwner || !UpdatedComponent || ShouldSkipUpdate(DeltaTime)) { return; } - There are more features included in Pawn Movement Components that are worthy of examination, but they are not needed for the scope of this tutorial. Looking at other classes, such as Floating Pawn Movement, Spectator Pawn Movement, or Character Movement Component, could provide additional usage examples and ideas. - Be sure that the last header file included is the one ending with "generated.h"; you can encounter compiler errors if it is not.