Overlap problem with custom object channel

  1. Create a trigger object with a sphere collider with the following collision settings:
  • Generate overlap events
  • Collision presets: Custom
  • No Physics collision
  • Object type: WorldDynamic
  • Collision responses: ignore all but Pawn
    Add the event OnComponentBeginOverlap on the collision collider, with a log printed.
  1. Create a character with a capsule collider having the following collision settings:
  • Generate overlap events
  • Collision presets: Custom
  • Collision enabled
  • Object type: Pawn
  • Collision responses: block all but visibility (ignore)
  1. Simulate the game. The trigger log is printed when the character touches its sphere collider.

  2. Create a new object channel in the project settings as “MyObjectChannel”, with a default response as ignore. Restart the editor.

  3. Set the collision response of the character collider with the channel “MyObjectChannel” to “Block”.

  4. Set the object type of the trigger collider to “MyObjectChannel”.

  5. Simulate the game. Nothing happens when the character enters the trigger collider (not even with a breakpoint in the overlap begin event)…

I expect the trigger collider to react when the character collider is overlapping, even with a custom object channel, but it doesn’t work. And as soon as I set its channel back to “WorldDynamic”, the overlap events are back!
What can I do?

I’ve created a small UE 4.7 project with these elements, you can test it and change the object type of the trigger object to see the problem.
http://1drv.ms/1FsBoEB

I’m running into this problem now. Anyone have any ideas on how to fix this?