Problem:
Collision channel settings are completely ignored when both interacting actors are extended from Chracter.
How to reproduce:
- Create a BP extended from ‘Character’ named BP_DummyPawn.
- Add a capsule component as root, with a skeletal mesh as its child.
- In the collision channel settings for Capsule component, set ‘Pawn’ channel to ‘Ignore’ or ‘Overlap’, Enable collision and set Type to ‘Pawn’
- Create a second ‘Pawn’ extended from ‘Character’ called ‘BP_PlayerPawn’
- Add a capsule component as root, with a skeletal mesh as its child.
- Leave every other settings at their defaults
- Edit the Game mode class and set BP_PlayerPawn as the default
- Place and instance of BP_DummyPawn on the map.
- Start playing and see that the player pawn is blocked by BP_DummyPawn even if it is asked to ignore collisions with other Pawns
However if BP_DummyPawn is extended from ‘Actor’, everything works fine. It will ignore collisions with the player charcter.
So it looks like the presence of MovementComponent is what causes the issue.
Similar issue reported here: