You can change the blocking volume from “blocking” to “overlap” which will only read when an object overlaps the volume rather than acting as a physics based blocker. Then you can control what happens when it is overlapped, such as stopping user controls, or only allowing a user to travel in the opposite direction from the volume, or automatically sending the player back out of the volume. Another way to go about this would be to measure the distance the ship is from the origin or some other specified location, and when it gets to a specific point away from that point, a user can not travel that direction any longer. You could set that up with a branch check on vector distance before performing any user input actions.