How to stop one physics object from affecting another?

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On the left side is my desired behavior of two simulated objects. The blue has its own collision channel and the red has a different collision channel. The desired behavior would be to set blue collision channel to block reds collision channel but the added functionality would not change blue’s linear + angular velocity on hit. On the right is standard simulated physics what you would expect from two objects in ue4 that collided and were both simulating physics(more or less).

A similar effect can be achieved by making one object have like 10000 mass and the other to 0.00000001 but that’s going around the real problem and wont work for what I want it for.

Related issue and good use case, Floating collider moves with player - World Creation - Unreal Engine Forums