Collision response don`t change on mesh component

A Solution

If you want to have actors not react to another actor there often needs to be a two way decision to not collide

so you need to specifically say

Destructible (my type is SpecialDestructible)

  • I ignore pawns

Character (my type is ECC_Pawn)

  • I ignore SpecialDestructibles

If you do BOTH ways it should work!

Go to

ProjectSettings->Collision and add a SpecialDestructible Object type

then check your DefaultEngine config file to see what exact channel it was set to

then in code you can set the object type to be your custom channel

I’ve done this sort of thing many times over and can verify it often does need to be a two way decision to ignore or overlap or block :slight_smile:

ps

#DefaultEngine Config

will look something like this

Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)

but you can just use Project Settings->Collision to set it up

you might also find the change in Saved/Config/Windows/Engine.ini