Shield collides with own ship when going too fast

Providing I understood you right and this:

is the case, my bet is that it can’t be done in BPs as is, and it is the reason for this plugin to exist:

It seems to be doing exactly what you’re looking for. On the other hand, you can always change the logic of what you’re trying to achieve.

I imagine it as 2 overlapping bodies:

Where the smaller one simulates physics and the CAC’s actor also has a static mesh that must collide with everything bar the CAC’s owner.

But somehow I feel I missed the point of this exercise :expressionless: