Setting physics mask filter for various component types

I remember there was a certain undocumented process to setting mask filters on various mesh types and primitives. I was wondering if anyone could confirm how this should be done. It’s been a while and I’ve forgotten.

My intent is to allow two pawns to move through each other and for traces to ignore them dependent on the mask set.

I’ve been using 1 as a bitmask for all actors involved as a test.

I’ve attempted this on a skeletal mesh so far but collision still occurs:

	for (auto* PrimitiveComponent : PrimitiveComponents)
	{
		if (!IsValid(PrimitiveComponent))
		{
			continue;
		}

		if (auto* SkeletalMeshComponent = Cast<USkeletalMeshComponent>(PrimitiveComponent))
		{
			for (auto* BodyInstance : SkeletalMeshComponent->Bodies)
			{
				if (!BodyInstance)
				{
					continue;
				}

				BodyInstance->SetMaskFilter(1);
			}
		}
		else
		{
			PrimitiveComponent->SetMaskFilterOnBodyInstance(1);
		}

		PrimitiveComponent->SetMoveIgnoreMask(1);
	}