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Collision Components that dont take damage?

I have some hitboxes that are larger than my character to detect when other characters pass by left right front or back. When an enemy hits those damage is applied, which isn’t what I want. How would I go about making sure the enemy only inflicts damage when hitting the hitboxes on the character’s actual anatomy?

The enemy also has these collision boxes, which appear to cause overlap events with one another. is it possible to fix this with blueprints?

Would there be a way to detect what component on another actor I’m colliding with? I think if I can do that I can just connect it to a branch with a NOT boolean

TLDR I want collision boxes to set off overlap events without being able to take damage

Use Collision Filtering to configure how you want overlaps and collisions to happen.

Hope it helps!