Odd collision behavior

I have some AI NPC Pawns wondering around. These NPCs have their collision set to query only and are set to ignore pawns and world static object responses (on the collision capsule and both spots on the main actor component). These npcs still get stuck on each other (I wanted them to pass through each other).

I also have some static mesh objects that are used for displaying a preview hologram of an object the player is about to place. The holograms are world static objects set to ignore pawn object responses. If you move them over an NPC, the NPC goes flying or under them and the npc starts bouncing on it. The only thing I have found that fixes this is to remove the simple collision box around the static mesh object, however, doing this breaks a line trace that needs to be done on the static mesh on the visibility trace channel.

All this gives me 3 questions:

  1. Why are NPCs getting stuck on each other when they are set to ignore pawn object responses?

  2. Why is removing the simple collision box on the hologram static meshes the only way to prevent them from knocking around the NPCs?

  3. Why does removing the simple collision box on the hologram static mesh break a visibility line trace? The hologram static mesh is still visible without the simple collision box.

I’m guessing this all comes down to me misunderstanding how collision works so some clarity would be greatly appreciated.