Toggle ECollisionChannel trace responses on Actor in C++?

Hello @e7t5i_x0z1 ,

Is this piece of code is what you are looking for?

SphereOverlap->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
SphereOverlap->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap);

if it is, then thats the example of usage. For your information, SphereOverlap is a USphereComponent. You can also call it from a staticmesh, skeletalMesh, and many more. How do you call it also the same (Component->SetCollisionResponse…).

That piece of code above is similar to this in BP.
image

I hope this help. just reply if its not the case