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I have a character and he has a knife in his hand. When Run / Walk action happens hands move and so does knife, its collision collides with character's capsule collision and causes issue in movement.

More info: Component Hierarchy looks like

Component Hierarchy

Movement issue Idle state

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    \$\begingroup\$ There was a similar question asked recently in the context of Unity, which might give you some leads toward an Unreal solution. \$\endgroup\$
    – DMGregory
    Commented Dec 17, 2017 at 14:10
  • \$\begingroup\$ Yes, that gave me the idea and the issue is resolved. \$\endgroup\$ Commented Dec 17, 2017 at 18:30
  • \$\begingroup\$ can some one upvote @DMGregory s comment for me? \$\endgroup\$ Commented Dec 17, 2017 at 18:51
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    \$\begingroup\$ Haha, no worries, I have more votes than I really need. I'm glad you were able to find a solution! :) \$\endgroup\$
    – DMGregory
    Commented Dec 17, 2017 at 19:34

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Following is the answer for blueprints

Ignore Knife with reference to Capsule Component

  1. In your character blueprint > event graph draw a new connection from Event BeginPlay node, select Ignore Actor when Moving from list

  2. It has two pins Target and Actor, Set Target to Capsule Component reference

  3. For Actor you kneed to connect the Knife, but Knife is not exactly a true actor, it is a child actor component (A component that spawns an actor when registered, and destroys when unregistered, so do the following)

Get Knife

  1. Don't forget to check should ignore third key

Complete blueprint

that's it, now your Knife will be ignored by your Capsule Component

thanks to @DMGregory for the lead

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