# 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:** 1\
**Showing post:** 2

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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.

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