Overlap issue

Hello,
I have encountered a simple issue that I can’t resolve.
I have a simple volume made to overlap pawn (character capsule), but it blocks instead.
If I use preset “overlap all dynamic” it is ok, but as soon as I use custom instead, it blocks.

Settings are the same though, so I don’t know where to look.

This setup works :

This one blocks the pawn :

I would like to use custom so I can set all other channels to ignore.

A little precision : when I created the asset first, it was set to block, then set to overlap the pawn via blueprint, and it was working.
I finally prefer to never block so I removed the nodes and set the collision to overlap by default, and I have this problem now. Is it possible that my volume get corrupted in some way (I have compiled and restarted the project)?

I hope someone can see what I’m missing :slight_smile:

The ‘world dynamic’ in the settings, is the type of your volume, not the pawn. Is your volume moving?

Yes, this collision is on the volume, and he is not movable.
Here is the collision of the player capsule :

The capsule itself blocks world dynamic, but that doesn’t explain why the volume can block or not with pawn set to overlap

What I’m saying is that if the volume is not moveable, it’s type should be WorldStatic :slight_smile:

Also, I don’t know the structure of your character, what are all these other things? ( bumpers etc ).

Another possibility is user defined collisions, have you seen them? That way you can avoid trying to shoehorn Epic’s system into your concept:

I just tried with world static, still blocking.

As to custom channels I have :

Player cone is a custom channel for the vision of the character (cone mesh attached to the head), it is set to be ignored by everyone, exept my AI characters capsules.

Player bumper and NavModifier were created when I was trying to do specific things, but I don’t use it anymore (I just retried after deleting them from project settings).

Cow body is used by the character mesh and it is made for interacting with NPC meshes.

Yes I know for custom presets and channels, I wanted to avoid to create one if not needed.

I just tried something else, a new box and this one has no issue, I can set it to ignore everything and overlap pawn, and that solves the problem (works weither volume is static or dynamic).
It really looks like the old one was corrupted in some way, like if I had a node in the blueprint that overrides default, whereas the only node for that has been deleted (and was setting to overlap anyway).

I thank you for time !!

Strange, I seem to recall that happening at one point also…

Yes, sometimes there are weird bugs, like promoting a new float and this one will always return 0. Deleting and recreate solves it