# EQS overlap detecting everything even when set to pawn channel

**URL:** <https://forums.unrealengine.com/t/eqs-overlap-detecting-everything-even-when-set-to-pawn-channel/1738182>\
**Category:** Feedback & Requests\
**Tags:** overlap, EQS, unreal-engine, Blueprint\
**Created:** [March 8, 2024, 3:58pm UTC](https://forums.unrealengine.com/t/eqs-overlap-detecting-everything-even-when-set-to-pawn-channel/1738182 "2024-03-08T15:58:52Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Joe.Scott00981](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Joe.Scott00981](https://forums.unrealengine.com/u/Joe.Scott00981)\
**Post date:** [March 8, 2024, 3:58pm UTC](https://forums.unrealengine.com/t/eqs-overlap-detecting-everything-even-when-set-to-pawn-channel/1738182/1 "2024-03-08T15:58:52Z")

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Hi everyone, just looking for a little help. I’m trying to add an Overlap to my EQS system that detects if there is a pawn nearby, I have it set to the pawn channel, and it is detecting pawns, but it is also detecting all the static walls around the level too? Any advice? Thank you!

 ![Capture 1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/9/2/792a1a45abace21d6930f868165479d19d0ba9c1.png)  
 ![Capture 2.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/7/c/27c6633be9abad6e8514afd5b05f8b07cb99a2e7.jpeg)

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**Author:** ![SnoKriger](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SnoKriger](https://forums.unrealengine.com/u/SnoKriger)\
**Post date:** [November 25, 2024, 8:16pm UTC](https://forums.unrealengine.com/t/eqs-overlap-detecting-everything-even-when-set-to-pawn-channel/1738182/2 "2024-11-25T20:16:13Z")

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Did you find out?
