Physics Beta - Toggle for Player Collision with Physics

Hey Team, I’m currently working on a game that implements the physics beta into it. I’ve notice that it is not possible to ignore a pawn properly when physics is enabled; specifically, I have a prop blueprint that has a spherical mesh and a physics component attached to it. As for its collision, it is set to ignore pawns, npcs, and cameras. When testing in game, there is a noticeable glitch that takes place when this blueprint and a player collide - it causes the player to move as if they were interacting with physics, but then they suddenly teleport back ( I guess a rollback of sorts, I’m not well versed in how those systems work).

Anyway, to put it plainly, I would love a simple option / way to toggle physics interactions off between physics component objects and players. Thanks!

teleported back? as in “this player collided with something and gets put somewhere else”? are you able to test it on NPCs and cameras too, if it collides with anything? and the properties are not changed on the collision object? doubt its any good, but to delete object and respawn it when a player is past it, not a workaround, but if it fits that 1 scenario it and maybe triggers animation on death to mask the respawn. shady physics