How to get Collision channels working on Character BP-SK that has Physics asset set in Anim BP?

Thanks for the replies. I’ll go thru what you said. But in the meantime, clarification please:

Well whatever I did, the physics ARE moving correctly on the Character mesh (in sync), to wiggle in game based on anim BP > External Forces. But I believe you mean my Phat setup is incorrect for the Character BP side of Phys > since im having the no collision issue?

So ill toggle off those settings in Char BP that you said.

  1. But moving forward, when I 1st time import a new character (the Master mesh and its Skel to use), I Create Phat, correct? (which I have done).
  2. And then I set the Phat in the SK asset, correct? (which you said I need to fix).
  3. But when I 2nd time import only modular mesh parts (the base skel is already loaded) > Do I need to create a Phat for each modular part? — Or no, because unneeded, because I want my Anim BP to set the Phat for the Master and Children meshes to use the exact same Physics constraints - so they wiggle/move in sync?

(I dont want 10 extra Phat assets if I dont need them. And I dont need extra or different collision on the Modular parts - only on the Master Body part > and Children use the same.)

  1. If I chose NO at #3, then after import of modular parts, do I need to open the SK for each part and set the Phat to the Master Phat? (Or during #3 import, I can set the Master Phat to be used for that modular part.) – Or is this step unneeded because Anim BP will take over and sync the Children to use the same Phat? Thank you