I renamed everything to make it clearer.
ArmCollision:
PlayerCollision:
So, is there a way to ignore a collision after the overlaps begins in the blueprints or only allow the Pawn to trip the PlayerCollision?
So while technically PlayerCollision is not ignoring ArmCollision, it overlaps (allowing ArmCollision to fire), but unless Pawn is overlapped during PlayerCollision as well as ArmCollision, it returns false for Ground Collision?
Which is what I thought I was doing the whole time…but obviously not the right way.
A= Arm
B= Ground
C= Pawn
D= Stun
A+B = True
B+C = True
2xTrue =D
1xTrue,1xFalse = False
Obviously it has something to do with the way I am doing my collisions, but I am at a loss.

