Moving shield

I’m trying to add a shield to a character to block physic collision, my character on hit will be damaged. Thus far I can’t figure out how to specify which collision will trigger the damage, all collision objects created on the player blue print cause damage.

I know that this can be done but can seem to find the reliable way. Basically I want to filter hit by a actor mesh or specific capsule/box/sphere

[box1(sphere{mesh} ) ]

Box1 would be collision for for shield if a button is held it would bounce off you.

Sphere is the normal hit box if the flying object hits it you take damage.

Any ideas?

Another though is to use a blueprint attached to a socket which has its own collision toggled

You could use the Mesh on component hit on the character to apply damage instead. That way you know it hit the mesh instead of the collision capsule. For example a projectile could fly through the legs and hit the capsule but not the mesh.