This isn’t possible to do in the Editor unless you go into the code and edit the physics.
My suggestion would be to use a combination of depth and/or Blocking Volumes. If you look at Shadow Complex for example, most of the background objects that explode and bounce around are either far enough from the player as to not impede his path or blocked by Blocking Volumes.
If your goal is to keep something in the players path (like a box or barrel that the player needs to knock through the level from point A to B) you could sandwich the player path in between 2 Blocking Volumes.
We haven’t heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you still have questions about this, please feel free to post back here.