HI Elou44, I met the same question. In UE5.4, I create a Actor with a sphere collision component as root and a static mesh component ( I call it ActorA), then I create a same actor like ActorA(I call it ActorB), I disable the static mesh component’s collision for both of them(set the collision enabled to No Collision), for the sphere collision component’s collision preset, I set them block each other and for the collision enabled, I set both of them Query Collision(No Physics). Then here is what I am confused: I make ActorA move to ActorB(by projectile component), and there is a physics effect, ActorA bounce off But ActorB stays still.But I think there should not be any physics effect.Maybe if I want a no physics effect, I should set them overlap for each other