I have a capsule collider on a character that I want to turn off its collision, however I still want it to be visible in sweeps and overlaps.
If I set it’s collision to ECollisionEnabled::QueryOnly like this;
Some systems (Actors running into each other) rely entirely on overlaps. So, turning them to Query Only doesn’t do anything. The better solution would be to modify the collision response and set things to “Ignore” (except for probably static objects so you don’t fall through the floor).
and apart from falling through the floor (as expected), it seemed to work as I needed it too.
Now I have to do a little more research on the best way to store and set all the channels, but I have a better direction to go in now.