Yes, with a bit of workaround:
You can inherit a blueprint from the SimpleScatter class. Its BP construction script will run after the SimpleScatter C++ code runs, so you can use BP construction script to customize your scatter by “post processing” the distribution. Under the hood, the plugin just generates UE4’s native HierarchicalInstancedStaticMesh components, so if you get them using the GetComponentsByClass as show in the video above, you can customize almost all advanced settings the HISM components come with.
The video shows shadow toggling, so in your case, you’d just replace it with something like the SetCollisionProfileName node:
You can then expose the “In Collision Profile Name” as an editable variable, in the same way as the CastShadow bool is exposed in the video above. Unfortunately UE4 doesn’t have Enum for collision profiles, so you have to type their names manually, otherwise you’d get a nice dropdown menu.
Alternatively, the plugin generates HISM components with the “Default” collision profile, which means it’s derived from the static mesh asset you use. So if you change the collision type of your static mesh asset in the static mesh asset editor, it should propagate too:
Just keep in mind this would then affect all the instances of this mesh in your game, as long as they are used in components which have their Collision Preset set to “Default” too.
The tutorial videos are all here:
https://redirect.epicgames.com/?redirectTo=https://www.youtube.com/playlist?list=PLsFQnUu1nji9r_f2DJo8xttLf8B3hwsDj
Although there have been a few small features added since. The main one is that since 4.27, you can create Spline Actors separate from the Scatter Actors, so multiple scatters can share same splines. That one isn’t shown in the videos yet.