Is there a way to get a PrimitiveComponent’s collision response to channel, much the way we can set it, through Blueprint?
I’d like to do something similar to the grabbable blocks in the physics level of the content examples pack, but with some conditional logic where some blocks initially don’t collide with the player. In those cases, I wouldn’t want to suddenly make them collide with the player just because I had grabbed and then dropped them. So, I’d like to be able to store the collision response to the pawn channel on grab, and restore it on drop.
I could work up some logic to otherwise tag the non-colliding blocks and use that additional tagging in the conditional, but it seems silly since this data already exists. The big question is, is it accessible?