The reason it isn’t working on a character is because the scanner uses the ‘visibility’ channel, which is disabled in the character. I’m not certain why it’s off, it doesn’t seem to have any negative side effect in my project to enable it though.
Alternatively, if you need the character’s visibility channel to not collide, you can create a new channel and replace the traces in BPC_UseScanner with that new channel (of course, all of the actors would need to set their collision parameters accordingly)
Thanks for bringing this up! I’ll update the documentation with this info