Sim Callback Object - Contact Modification doesn't cancel collision response

after digging into the chaos side of character movement and vehicle movement, i’ve found that they are solving collisions with traces instead of using rigid bodies, and therefore they aren’t producing any contacts.

i do wonder, if there is a way, without changing engine sources, to make any physics ray/sweep casts call something like sim callback object on hits with my custom primitive, so i could modify the distances found :thinking: