In the video Ben uses the FCollisionParams to ignore the DefaultPawn actor. I don’t understand why this is necessary (other than for educating us about FCollisionParams). The DefaultPawn is not a PhysicsBody, so the DefaultPawn is already filtered out by limiting the ObjectTypes that the trace will hit to PhysicsBody.
Are we maybe changing the simulate physics on the DefaultPawn later on? If so, those sort of things would be nice to mention in the video.