# Conditional Collission

**URL:** <https://forums.unrealengine.com/t/conditional-collission/577582>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [June 9, 2022, 6:03am UTC](https://forums.unrealengine.com/t/conditional-collission/577582 "2022-06-09T06:03:20Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![InfinityVoid.io](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@InfinityVoid.io](https://forums.unrealengine.com/u/InfinityVoid.io)\
**Post date:** [June 9, 2022, 6:03am UTC](https://forums.unrealengine.com/t/conditional-collission/577582/1 "2022-06-09T06:03:20Z")

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Hey Community,  
We are trying to add a custom collision to a building entrance in our game. We want only those players to enter that building who have gained the access. We would like to communicate with the database to check whether the player has that role to enter into the building or not and then accordingly want collision to run. People who have the access can go through the entrance while people who don’t dave the access would be collided with the entrance.

Thanks in advance

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**Author:** ![Chatouille](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/chatouille/32/1194622_2.png) [@Chatouille](https://forums.unrealengine.com/u/Chatouille)\
**Post date:** [June 9, 2022, 2:05pm UTC](https://forums.unrealengine.com/t/conditional-collission/577582/2 "2022-06-09T14:05:01Z")

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> [@How to set an Actor not to collide with one specific other Actor without changing the collision settings?](https://forums.unrealengine.com/t/how-to-set-an-actor-not-to-collide-with-one-specific-other-actor-without-changing-the-collision-settings/282920/11):
>
> There is an easier solution. Collision compoenents support a function called MoveIgnoreActor (C++) whcih will allow you to add an Actor instance into the list of Actors ignored by the Collision Compoenent. In Blueprint, there is a node called ‘Ignore Actor’ that does the same thing. First you must get a reference to a collision component. Then draw a connector from it and start typing ‘Ignore’ and you will see it.
