In UE5, the physics system is mainly responsible for gravity, collision, and movement feedback. Object falling, rolling, and character contact with the environment are all calculated by the physics system. This shows that physics is not a separate visual effect, but a core system that works closely with Levels, animation, and interaction.
The class first explained the difference between static objects and simulated objects. Static objects are usually part of the environment, such as floors, walls, or buildings. They do not use physics simulation, but they still affect how other objects collide with them. Simulated objects have physics enabled, so they are affected by gravity and forces, and can interact dynamically with the environment.
The physics system does not calculate based on the visible mesh, but on collision shapes instead. These collision shapes are usually simple geometry used to approximate an object’s volume and boundaries. Proper collision setup helps maintain believable behaviour while keeping performance costs under control.
Rigid Body Dynamics

Chaos Physics provides many features for rigid-body dynamics. This includes collision responses, physics constraints, and damping and friction. In addition, it provides asynchronous physics simulation and networked physics.
The link to the official UE profile is attached below. For more information, please refer to it:
Physics in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community
Collision in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community
How:
The Basics of Collisions in UE5
- Enabled Generate Missing Collisions: automatically generates basic collisions if none are provided with the mesh
- Disabled Generate Missing Collisions: does not generates collisions


Link:
https://www.worldofleveldesign.com/categories/ue5/collisions-guide.php