Here are the steps:
- Create a radial force component for a pawn in code.
- Edit that radial force component in editor to only filter a custom collision object channel that you’ve created for your project.
- Note that the radial force component will not affect that custom object channel.
However, if instead of creating the radial force component in code, you add it to the pawn via the editor, it will now recognize objects in the custom object channel.