Scene Graph: interactable mesh that players can walk through?

I need an invisible interaction volume around an egg (basic_interactable_component, hold E to steal) that players can walk through.

What I tried on the mesh_component that carries the interactable (a simple sphere static mesh, Visible := false):

  • Collidable := false, Queryable := true → prompt works, but the player is blocked.
  • Queryable := false → player passes, but the prompt never appears.
  • Static mesh collision preset NoCollision / Custom (Pawn ignored) / FortTriggerOnlyPawn (set in the mesh editor, saved, pushed, new session) → no change, still blocks.
  • Removed the simple collision, kept complex only (CTF_UseDefault) → player passes, but the prompt disappears too.

So the interact trace and the player movement seem to use the same simple collision.
Is there a supported way to have an interactable component on a volume that doesn’t block player movement? Or another setup people use for “steal by holding E while walking through” pickups?

Hello! What I do for this is:

  1. Create a SM with the modeling tools, sphere, cube for example.
  2. On the editor open it and modify it’s collision to OverlapAll
  3. Compile Verse so the SM appears as a valid component.
  4. Add to the entity and disable collision and visible, keep Query On.

That should let you go through it, but still detect it to prompt the interactable.

It works, thank you! Setting the mesh collision preset to OverlapAll was the missing piece — I had tried NoCollision and FortTriggerOnlyPawn before, and both made the prompt disappear. Now with OverlapAll + Collidable off + Visible off + Queryable on, players walk right through the sphere and the interact prompt still shows up. :raising_hands: i appreciate it, tysm.