# Update Character Helper Overlaps

The final step of setting up custom collision is to ensure that the Character Helper actor, which is responsible for triggering the overlaps with the actors updated in step 2, is set up to detect the new object response channel and disabling it from interacting with other object channels. To do this, open up **BP\_QuestMapPro\_CharacterHelper** (found in **Content/QuestMap/Blueprints/Actors/HelperActors**). This actor has 6 separate trigger volumes.

<figure><img src="https://lh4.googleusercontent.com/ouY1D_aWBPc5Ge0v1yQPPBhsUEsqjdEBo5HPr3m_DJduTWQoL9_Nchn1Cejsg2S7zB5mn806Cim1Zx3-K5QRUsSGNDHZt9GSX_Mt3sRy6Xnftzf0vicQmaz-aw5mfSPPYCnvsr4vzYSiG4VnbNHc3hM" alt=""><figcaption></figcaption></figure>

For each of these trigger volumes, you will need to change the collision responses.  To do this, click on the trigger volume and find the **Collision** section in the details panel. Set the **Collision Presets** to **Custom…** and ensure that the **Object Type** is set to **WorldDynamic**. Use the checkboxes to set all collision responses to **Ignore**, except for the new object response created in step 1 (*QuestMapPro* in this tutorial), with one exception being the **NPCTrigger** element. Ensure that **Pawn** is set to **Overlap** on this trigger to ensure pawns will still overlap and add to the compass and maps as desired.

<figure><img src="https://lh5.googleusercontent.com/QQMNyfy-oXmbVViyTNycUStmNQcRYRtGEIsUn4SiVTb75OHXgjIqoLBWFIEGHBGKQXjieN9F39tkKxoOoFVHiLZcOjMP0vQQDk5n-a6rMKKPIcS5EaqaWH3zICU-NukWIsWcTgyRAgkOYC0g6O5QFao" alt=""><figcaption></figcaption></figure>

<table data-card-size="large" data-view="cards"><thead><tr><th></th><th></th><th data-hidden></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td>Go Back:</td><td><strong>Changing Actor Object Types</strong></td><td></td><td><a href="changing-actor-object-types">changing-actor-object-types</a></td></tr></tbody></table>
