Force on Static Mesh Component sometimes ignored

Ok, so am I correct in saying that anything that blocks the object type of our actor, will block its physics even when its set to overlap?

If I told the Pawn to overlap the Actors Object Type and this Actor to overlap pawns, there would be no physics interference? Cause then we could just create a new Collision Object Type for this particular case.

Thanks for the help, it does make things more clearer