Collision Preset on Character actor resetting to CharacterMesh on editor close/open

I’ve 2 BP actors that are child of parent class Character where Collision Preset on their Mesh is resetting to CharacterMesh from NoCollision every time I close and re-open the editor. This causes MASSIVE performance issues for my AI (from being able to have 500 at 60 fps… to like 30). How do I fix this? This is a HUGE problem. I’m able to modify the blueprint perfectly fine (e.g. add/remove nodes). This appears to be the only thing consistently resetting. I’m about to lose my mind with this. Below is my INI file’s collisions.

[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore),(Channel="Monster",Response=ECR_Ignore),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore)),HelpMessage="No collision")
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Trap"),(Channel="Trigger"),(Channel="Projectile.Monster",Response=ECR_Overlap),(Channel="Projectile.Player",Response=ECR_Overlap),(Channel="Projectile.Other",Response=ECR_Overlap)),HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="PlayerProjectile",Response=ECR_Overlap),(Channel="Player",Response=ECR_Overlap),(Channel="Monster",Response=ECR_Overlap),(Channel="TrapProjectile",Response=ECR_Overlap),(Channel="MonsterProjectile",Response=ECR_Overlap),(Channel="OutOfBounds",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Trap"),(Channel="Trigger"),(Channel="Projectile.Monster",Response=ECR_Overlap),(Channel="Projectile.Player",Response=ECR_Overlap),(Channel="Projectile.Other",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap),(Channel="PlayerProjectile",Response=ECR_Overlap),(Channel="Player",Response=ECR_Overlap),(Channel="Monster",Response=ECR_Overlap),(Channel="TrapProjectile",Response=ECR_Overlap),(Channel="MonsterProjectile",Response=ECR_Overlap),(Channel="OutOfBounds",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Camera",Response=ECR_Ignore)),HelpMessage="Simulating actors")
+Profiles=(Name="Destructible",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore),(Channel="Monster",Response=ECR_Ignore),(Channel="Damage.Monster"),(Channel="Damage.All"),(Channel="Damage.Player"),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore)),HelpMessage="Destructible actors")
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Trap"),(Channel="Trigger")),HelpMessage="WorldStatic object that is invisible.")
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Trap"),(Channel="Trigger")),HelpMessage="WorldDynamic object that is invisible.")
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Trigger",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Ignore),(Channel="Player",Response=ECR_Overlap),(Channel="Monster",Response=ECR_Ignore),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
+Profiles=(Name="Ragdoll",CollisionEnabled=PhysicsOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore),(Channel="Monster",Response=ECR_Ignore),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
+Profiles=(Name="Vehicle",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=((Channel="Camera",Response=ECR_Ignore)),HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="Player",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Player",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore),(Channel="Damage.All",Response=ECR_Overlap),(Channel="Damage.Player",Response=ECR_Overlap),(Channel="TrapProjectile",Response=ECR_Overlap),(Channel="Projectile.Monster",Response=ECR_Overlap),(Channel="Projectile.Other",Response=ECR_Overlap)),HelpMessage="Needs description")
+Profiles=(Name="Monster",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Monster",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Damage.Monster",Response=ECR_Overlap),(Channel="Damage.All",Response=ECR_Overlap),(Channel="TrapProjectile",Response=ECR_Overlap),(Channel="Projectile.Player",Response=ECR_Overlap),(Channel="Projectile.Other",Response=ECR_Overlap)),HelpMessage="Needs description")
+Profiles=(Name="Trap",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Trap",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Ignore),(Channel="Player",Response=ECR_Overlap),(Channel="Monster",Response=ECR_Overlap),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="TrapProjectile",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="TrapProjectile",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Ignore),(Channel="Player",Response=ECR_Overlap),(Channel="Monster",Response=ECR_Overlap),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="OutOfBounds",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="OutOfBounds",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Trap",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="Projectile.Monster"),(Channel="Projectile.Player"),(Channel="Projectile.Other"),(Channel="OutOfBounds",Response=ECR_Ignore)),HelpMessage="Needs description")
+Profiles=(Name="Corpse",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="Corpse",Response=ECR_Overlap),(Channel="Player",Response=ECR_Ignore),(Channel="Monster",Response=ECR_Ignore),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore)),HelpMessage="Needs description")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Corpse")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Player")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="Monster")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Damage.Monster")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Damage.All")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel7,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Damage.Player")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel8,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Trap")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel9,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="TrapProjectile")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel11,DefaultResponse=ECR_Overlap,bTraceType=False,bStaticObject=False,Name="Trigger")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel12,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Projectile.Monster")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel13,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Projectile.Player")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel14,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Projectile.Other")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel15,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="OutOfBounds")
+EditProfiles=(Name="Ragdoll",CustomResponses=((Channel="WorldStatic"),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="EngineTraceChannel2",Response=ECR_Ignore),(Channel="EngineTraceChannel3",Response=ECR_Ignore),(Channel="EngineTraceChannel4",Response=ECR_Ignore),(Channel="EngineTraceChannel5",Response=ECR_Ignore),(Channel="EngineTraceChannel6",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore),(Channel="Monster",Response=ECR_Ignore),(Channel="Pickup",Response=ECR_Ignore),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore),(Channel="GameTraceChannel16",Response=ECR_Ignore),(Channel="GameTraceChannel17",Response=ECR_Ignore),(Channel="GameTraceChannel18",Response=ECR_Ignore),(Channel="Decor",Response=ECR_Ignore),(Channel="Corpse",Response=ECR_Ignore)))
+EditProfiles=(Name="NoCollision",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="EngineTraceChannel2",Response=ECR_Ignore),(Channel="EngineTraceChannel3",Response=ECR_Ignore),(Channel="EngineTraceChannel4",Response=ECR_Ignore),(Channel="EngineTraceChannel5",Response=ECR_Ignore),(Channel="EngineTraceChannel6",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore),(Channel="Monster",Response=ECR_Ignore),(Channel="Wall",Response=ECR_Ignore),(Channel="Floor",Response=ECR_Ignore),(Channel="Pickup",Response=ECR_Ignore),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore),(Channel="GameTraceChannel17",Response=ECR_Ignore),(Channel="GameTraceChannel18",Response=ECR_Ignore),(Channel="Decor",Response=ECR_Ignore)))
+EditProfiles=(Name="BlockAll",CustomResponses=((Channel="EngineTraceChannel1"),(Channel="Screen"),(Channel="Pickup"),(Channel="Trap"),(Channel="Trigger"),(Channel="PlayerAttack"),(Channel="MonsterAttack"),(Channel="Breakable"),(Channel="Ragdoll"),(Channel="Camera"),(Channel="Damage.Monster",Response=ECR_Ignore),(Channel="Damage.All",Response=ECR_Ignore),(Channel="Damage.Player",Response=ECR_Ignore),(Channel="Projectile.Monster"),(Channel="Projectile.Player"),(Channel="Projectile.Other"),(Channel="Projectile.Thrown",Response=ECR_Overlap)))
+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="EngineTraceChannel1",Response=ECR_Overlap),(Channel="EngineTraceChannel2",Response=ECR_Overlap),(Channel="EngineTraceChannel3",Response=ECR_Overlap),(Channel="EngineTraceChannel4",Response=ECR_Overlap),(Channel="EngineTraceChannel5",Response=ECR_Overlap),(Channel="EngineTraceChannel6",Response=ECR_Overlap),(Channel="PlayerProjectile",Response=ECR_Overlap),(Channel="Player",Response=ECR_Overlap),(Channel="Monster",Response=ECR_Overlap),(Channel="Wall",Response=ECR_Overlap),(Channel="Screen",Response=ECR_Overlap),(Channel="Floor",Response=ECR_Overlap),(Channel="TrapProjectile",Response=ECR_Overlap),(Channel="MonsterProjectile",Response=ECR_Overlap),(Channel="PlayerAttack",Response=ECR_Overlap),(Channel="MonsterAttack",Response=ECR_Overlap),(Channel="Breakable",Response=ECR_Overlap),(Channel="OutOfBounds",Response=ECR_Overlap),(Channel="Ragdoll",Response=ECR_Overlap),(Channel="GameTraceChannel17",Response=ECR_Overlap),(Channel="GameTraceChannel18",Response=ECR_Overlap),(Channel="Decor",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="Damage.Monster",Response=ECR_Ignore),(Channel="Damage.All",Response=ECR_Ignore),(Channel="Damage.Player",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAllDynamic",CustomResponses=((Channel="EngineTraceChannel1",Response=ECR_Overlap),(Channel="EngineTraceChannel2",Response=ECR_Overlap),(Channel="EngineTraceChannel3",Response=ECR_Overlap),(Channel="EngineTraceChannel4",Response=ECR_Overlap),(Channel="EngineTraceChannel5",Response=ECR_Overlap),(Channel="EngineTraceChannel6",Response=ECR_Overlap),(Channel="PlayerProjectile",Response=ECR_Overlap),(Channel="Player",Response=ECR_Overlap),(Channel="Monster",Response=ECR_Overlap),(Channel="Wall",Response=ECR_Overlap),(Channel="Screen",Response=ECR_Overlap),(Channel="Floor",Response=ECR_Overlap),(Channel="TrapProjectile",Response=ECR_Overlap),(Channel="MonsterProjectile",Response=ECR_Overlap),(Channel="PlayerAttack",Response=ECR_Overlap),(Channel="MonsterAttack",Response=ECR_Overlap),(Channel="Breakable",Response=ECR_Overlap),(Channel="OutOfBounds",Response=ECR_Overlap),(Channel="Ragdoll",Response=ECR_Overlap),(Channel="GameTraceChannel17",Response=ECR_Overlap),(Channel="GameTraceChannel18",Response=ECR_Overlap),(Channel="Decor",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="Damage.Monster",Response=ECR_Ignore),(Channel="Damage.All",Response=ECR_Ignore),(Channel="Damage.Player",Response=ECR_Ignore)))
+EditProfiles=(Name="BlockAllDynamic",CustomResponses=((Channel="EngineTraceChannel1"),(Channel="Screen"),(Channel="Pickup"),(Channel="Trap"),(Channel="Trigger"),(Channel="PlayerAttack"),(Channel="MonsterAttack"),(Channel="Breakable"),(Channel="Ragdoll"),(Channel="Camera"),(Channel="Damage.Monster",Response=ECR_Ignore),(Channel="Damage.All",Response=ECR_Ignore),(Channel="Damage.Player",Response=ECR_Ignore),(Channel="Projectile.Monster"),(Channel="Projectile.Player"),(Channel="Projectile.Other")))
+EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="EngineTraceChannel1"),(Channel="Screen"),(Channel="Pickup"),(Channel="Trap"),(Channel="Trigger"),(Channel="PlayerAttack"),(Channel="MonsterAttack"),(Channel="Breakable"),(Channel="Ragdoll"),(Channel="Camera")))
+EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="EngineTraceChannel1"),(Channel="Screen"),(Channel="Pickup"),(Channel="Trap"),(Channel="Trigger"),(Channel="PlayerAttack"),(Channel="MonsterAttack"),(Channel="Breakable"),(Channel="Ragdoll")))
+EditProfiles=(Name="IgnoreOnlyPawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
+EditProfiles=(Name="Pawn",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
+EditProfiles=(Name="CharacterMesh",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
+EditProfiles=(Name="PhysicsActor",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
+EditProfiles=(Name="Destructible",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="EngineTraceChannel2",Response=ECR_Ignore),(Channel="EngineTraceChannel3",Response=ECR_Ignore),(Channel="EngineTraceChannel4",Response=ECR_Ignore),(Channel="EngineTraceChannel5",Response=ECR_Ignore),(Channel="EngineTraceChannel6",Response=ECR_Ignore),(Channel="Player",Response=ECR_Ignore),(Channel="Monster",Response=ECR_Ignore),(Channel="Damage.Monster",Response=ECR_Overlap),(Channel="GameTraceChannel5",Response=ECR_Ignore),(Channel="GameTraceChannel7",Response=ECR_Ignore),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Overlap),(Channel="GameTraceChannel12",Response=ECR_Ignore),(Channel="GameTraceChannel13",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore),(Channel="GameTraceChannel17",Response=ECR_Ignore),(Channel="GameTraceChannel18",Response=ECR_Ignore),(Channel="Damage.All",Response=ECR_Ignore),(Channel="Damage.Player",Response=ECR_Ignore),(Channel="Projectile.Player",Response=ECR_Overlap),(Channel="Projectile.Monster",Response=ECR_Ignore),(Channel="Projectile.Other",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Ignore)))
+EditProfiles=(Name="Trigger",CustomResponses=((Channel="Camera",Response=ECR_Ignore),(Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="EngineTraceChannel2",Response=ECR_Ignore),(Channel="EngineTraceChannel3",Response=ECR_Ignore),(Channel="EngineTraceChannel4",Response=ECR_Ignore),(Channel="EngineTraceChannel5",Response=ECR_Ignore),(Channel="EngineTraceChannel6",Response=ECR_Ignore),(Channel="PlayerProjectile",Response=ECR_Ignore),(Channel="Player",Response=ECR_Overlap),(Channel="Monster",Response=ECR_Ignore),(Channel="GameTraceChannel5",Response=ECR_Ignore),(Channel="GameTraceChannel7",Response=ECR_Ignore),(Channel="Trap",Response=ECR_Ignore),(Channel="TrapProjectile",Response=ECR_Ignore),(Channel="MonsterProjectile",Response=ECR_Ignore),(Channel="Trigger",Response=ECR_Ignore),(Channel="GameTraceChannel12",Response=ECR_Ignore),(Channel="GameTraceChannel13",Response=ECR_Ignore),(Channel="GameTraceChannel14",Response=ECR_Ignore),(Channel="OutOfBounds",Response=ECR_Ignore),(Channel="GameTraceChannel16",Response=ECR_Ignore),(Channel="GameTraceChannel17",Response=ECR_Ignore),(Channel="GameTraceChannel18",Response=ECR_Ignore)))
+EditProfiles=(Name="Vehicle",CustomResponses=((Channel="Camera",Response=ECR_Ignore)))
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Projectile",NewName="PlayerProjectile")
+CollisionChannelRedirects=(OldName="CanDamage",NewName="Enemy")
+CollisionChannelRedirects=(OldName="PlayerTrigger",NewName="Trigger")
+CollisionChannelRedirects=(OldName="Damage",NewName="Damage.Monster")
+CollisionChannelRedirects=(OldName="Projectile.All",NewName="Projectile.Other")

I can even toggle other collision properties like generate overlaps and it saves fine. It’s ONLY Collision Preset that keeps resetting.

If I change Collision Preset to NoCollision, save, then to Custom, save, then close/open the Collision Preset stays as Custom, but Collision Enabled resets to Query Only and Object Type resets to Pawn. Collision responses states appear to remain as Ignore. Something really weird going on.

As a workaround I’ve changed CharacterMesh preset collision settings. Crazy I even have to do this.

Found another property that’s resetting. The parent actor has bUseAccelerationForPaths set to TRUE. The child actor keeps resetting to FALSE on close/open of editor. What in the world causes this? Please can someone suggest a fix. This is absolutely destroying my project. This is 2 years of work for christ sake. How can the editor be THIS unstable.

Edit: Ok, got bUseAccelerationForPaths to stop resetting. Had to toggle it off, compile + save, toggle it on, compile + save, toggle it off, compile + save, and finally toggle it back on then compile + save. It’s now sticking when resetting the editor. Good god what in the heck causes this. Blueprint corruption? Why does only a tiny fracking of a BP get impacted by this goofyness?