So this is how I understand it. Unreal Engine 4’s Collision Filtering determines how Object Types are handled which in turn effects how objects pass or block each other. Although limited, you can customize your collisions to tell Unreal what geometry can collide with the other.
When Unreal has objects query with each other, you can achieve different, desired results, like a weapon passing through a shrub or an explosion affecting the player. In our case, it seems like this is what we’re going to use to determine how close the player will be to pick up objects using the Debug Line. Once that’s done there must be a way to hide the line so the player doesn’t actually see it.