I’m guessing your looking at the BP_MotionController(self) to get that specific collision list. collision is handled by either the meshes or the collision volumes, so you would need to look at those to see the specific settings for the components.
To additionally answer your question and point you towards whats changing the collision response on grip, here as a snippet of some of the logic in there. You can see that you may indeed set using nodes the collision response of something and change it based on events, in fact the VR hand is doing exactly that. Once its been told to “grip” it is turning its collision on.
If you simply don’t want the hand ever colliding consider breaking that node connection and testing things out to see how it goes.
Also as a note, if your using the custom collision channel settings, you can always have it default to never or overlap only, and then enable it when you specifically want it.