Custom line trace blocked by sphere collision despite being set to ignore in collision profile

I’ve created two line trace channels (Targetting, drawn from forward vector of the camera; and Projectile, drawn from the muzzle of the held weapon) that together calculate the forward vector and weapon spread. Their default responses are set to Block, as I assume they’re supposed to be.

I currently have two main items that use collision spheres: guns and an ammo crate. These spheres are only there to notify when the player is in range to interact with the object. They have no physics themselves and should let the line traces pass straight through them, so only static meshes affect the line trace.

However, despite setting the Targetting and Projectile channels to ignore in the collision spheres’ profiles, both are blocked. And what’s even stranger is that it’s only the weapons’ collision spheres that are blocking them.


All weapons inherit properties from a parent, BP_GunMaster, including their collision spheres, which have not been overwritten by any child. And the collision profiles are identical between both BP_GunMaster and BP_AmmoBox, so there should be no difference as far as I can tell.


For complete transparency, I’ll include the blueprint and function graph, just to show that I’m using the correct channels and line trace settings.



Am I missing something? What could be causing it, and how might I fix it?