This change is to help make migrating the project easier and stops collision channels changing after migration, if you do not plan on migrating your project it is safe to skip this guide.

Go to the BP_SGKFunctions and create a new function called SGK AutoSelectObjectType and add a new input called CollisionName and set its type to String. Then create another output called Collision and set its type to EObjectTypeQuery. Then create a new local variable called CollisionL and set its type to EObjectTypeQuery.

Then copy the image below.

Go to the BP_SGKFunctions and create a new function called SGK AutoSelectChannel and add a new input called CollisionName and set its type to String. Then create another output called Collision and set its type to ECollisionChannel. Then create a new local variable called CollisionL and set its type to ECollisionChannel.

Then copy the image below.

Go to the BP_SGKFunctions and create a new function called SGK AutoSelectChannelQuery and add a new input called CollisionName and set its type to String. Then create another output called Collision and set its type to ETraceTypeQuery. Then create a new local variable called CollisionL and set its type to ETraceTypeQuery.

Then copy the image below.

Next go to the BP_PlayerBuildingComponent and create a new variable called BuildPartObjectTypeName and set it to a String and tick on Instance Editable, then compile and set the default value to BuildPart.

Create another variable called GridTraceChannelName and set its type to String and tick on Instance Editable then compile and set its default value to Grid.

Now add the highlighted nodes shown below, location at the top of the screenshot.

Now add the highlighted nodes shown below, location at the top of the screenshot.

Next go to the BP_GridComponent and create a new variable called BuildPartObjectTypeName and set it to a String and tick on Instance Editable, then compile and set the default value to BuildPart.

Now add the highlighted nodes shown below, location at the top of the screenshot.

Next go to the BP_PlayerInventory and create a new variable called InteractChannelName and set it to a String and tick on Instance Editable, then compile and set the default value to Instance.

Now add the highlighted nodes shown below, location at the top of the screenshot.

Next go to the BP_MasterRangeWeapon and create a new variable called WeaponChannelName and set it to a String and tick on Instance Editable, then compile and set the default value to Weapon.

Now add the highlighted nodes shown below, location at the top of the screenshot.

Next go to the BP_MasterGrid and create a new variable called BuildGridObjectType and set it to a String and tick on Instance Editable, then compile and set the default value to BuildGrid.

Next go to the BP_MasterGrid and create a new variable called BuildGridChannel and set it to a String and tick on Instance Editable, then compile and set the default value to Grid.

Now add the highlighted nodes shown below, location at the top of the screenshot.

Last copy the video below, you will need to do this for all the grid types in the Grids folder.