Quick answer: Set the collision presets so the relevant channels respond with Block, enable collision, and ensure both objects have collision geometry.
Unreal collision not blocking is usually a channel-response or preset problem. Here is how to fix it.
How to fix it
1. Set the channel response to Block
Collision is governed by channels and responses. If the objects' object type and the other's response are set to Overlap or Ignore, they pass through. Set the relevant responses to Block.
2. Enable collision
Confirm collision is enabled (Query and Physics, or at least the type you need) on both components. A component with No Collision, or collision disabled, never blocks regardless of channel settings.
3. Ensure collision geometry
Both objects need collision shapes — simple collision on the mesh, or a collision component. A mesh with no collision generated will not block. Add or generate collision for it.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.