How to enable click on a Character un Unreal 5, using blueprints

I want to click on a Character (a Blueprint derived from Character) but the event OnClick on the character does not fire. I’m using the top down template, enhanced input system. The old tutorials, for UE4, talked about setting channels and visibility but I can’t see these options in UE5 so I couldn’t port the knowledge from UE4 to UE5 (i’m in 5.3.1)

most “click on thing” in games boils down to getting the relative location of the input, and then firing a ray from the camera to see if an object was “clicked on”

this sounds vaguely like what you are describing.
for “channel” and “visibility” I am going to presume you are talking about types of traces.
every object that has a collider (or a mesh) can have traces done in these ways. by Default anything that derives from Character will have a “Capsule Component” which is the highest level collider.

to modify an Actors collision response you need to look at its respective colliders in the Collision section (findable under the physics filter) where you can look at the “Collision Presets” to see what the different responses would return.

the things listed under “Trace Responses” these will be the responses for “Trace by channel” while the things listed under “Object Responses” these will be the responses for “Trace For Objects” you can modify these in the blueprint of the Actor

to modify the default behavior of these Collision Presets is done in the Project Settings. though these can also be edited for the Blueprint (which will propagate down with inheritance), and can even be modified for the specific instance. to do this in the drop down for “Collision Presets” select “Custom”

the method for doing Traces hasn’t changed that much since UE4 (UE5 was not a massive shift like UE3 to UE4)
if you would like to see an example in action then I would suggest the “Cropout Sample Project” found in the “Samples” section (you will probably need to scroll down to “UE Game Samples”) of the Epic Games Launcher

I got it working by using a custom collision preset that blocks visibility, on the character’s capsule colider
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