// Collision channels and object types: a trace "for objects" takes object
// types (`EObjectTypeQuery`), while a component's settings name channels
// (`ECollisionChannel`), and which object type a channel is depends on the
// project's collision settings.
use UeEnum;
use crate;
/// The object type of a collision channel, as C++'s
/// `UEngineTypes::ConvertToObjectType` (`ECC_Pawn` is `ObjectTypeQuery3`; a
/// project's own object channels follow the engine's); `None` for a channel
/// that is no object type (a trace channel).