For context, the base object BP is meant to be a thrown weapon that can be collected again by the player when conditions are met. I’ve been trying to make it so the object will not collide with the player when it is discarded but will collide with other objects. To do this I created two collision channels, one for the player one for objects and have set both to ignore each other, but they keep colliding regardless. The Capsule and BP_Player both use the same collision settings
Begin play → IgnoreActorWhenMoving (get owner())
That’s the second post today with this issue.
Additionally, you should create a new collision obj channel for the capsule component.
Thank you for the advice! I’m still new to the engine lol
Just tried that and I’m still getting the player collisions when it’s thrown. Would it be tied to simulate physics?


