Block Collision between two Box Collision Components

They are two separate things. Simulating physics allows collisions to be handled in a manner consistent with the specified collision profile. You can enable or disable gravity separately.

image

I found it important in my game to create custom Object Channels, Trace Channels and Collision Presets in the project settings to get exactly what I wanted (e.g. enemies can walk through each other, but not the level or player). I’m not using any physics at all in my game, just collision and overlap checks with appropriate events and simulating movement kinematically.

Every game will be different, though…