Okay so I did it in my game. There are a couple caveats. I can’t make it work with a sphere. I instead used a cylinder. So I created a blocking volume, a cylinder, and made it hollow. By default I set the collision response channel to ignore. Then inside the blocking volume I but another solid trigger volume. Then I added an on overlap event to the inside-solid trigger volume which set the response channel of the outter-hollow blocking volume to block pawns. Here a screen:
