Shield collides with own ship when going too fast

The longer I think about it, the more I’m convinced there’s no easy solution here. To sum it all up with a one liner:

You’re looking for a way to disable physical collision between a pair of entities only, while everything else can still collide with them. Is that correct?

  • ship
    –shield

These two ignore each other’s collisions. But ship+shield must interact with all other ship+shield pairs.

  • collision channels only work for groups (so no use here, me thinks)
  • Ignoring Moving Actor / Components won’t crack it - I had a look at what it does and it’s a weirdo Sweep that has nothing to do with physics
  • the more nuanced bits of Apex are not exposed to BPs
  • I’ve yet to touch Chaos - I’d like to think it’d provide this kind of granularity

A bit stumped by this, I admit. If I’m missing something obvious, that’s on me. Sorry I couldn’t
help.

If I get a lightbulb moment, I’ll report back.