How Ignore mask in collision query params work?

Found the solution (credits). For skeletal meshes the required code is more complex:

USkeletalMeshComponent * SkeletalMesh /*= ...*/;
FMaskFilter Mask /*= ...*/;

SkeletalMesh->SetMaskFilterOnBodyInstance(Mask);
if (UPhysicsAsset* PA = SkeletalMesh->GetPhysicsAsset())
{
	for (USkeletalBodySetup * SBS : PA->SkeletalBodySetups)
	{
		SBS->DefaultInstance.SetMaskFilter(Mask);
	}
}