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?