diff --git a/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp b/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp
index a13dd0159039c96c7e9c7c43f0351ce572858814..b565b58a43154ece41c681a371434770e5171d60 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp
@@ -342,6 +342,10 @@ TOptional<FVector> UCollisionHandlingMovement::GetOverlapResolveDirection() cons
 {
 	TArray<UPrimitiveComponent*> OverlappingComponents;
 	TArray<TEnumAsByte<EObjectTypeQuery>> traceObjectTypes;
+
+	// Ideally we would overlap with ECC_Visibility, but there is no object type this can be converted to that I know
+	// of. This returns everything, even triggers etc that are *not* visible, which is why we further check for a
+	// visibility trace and blocking hits.
 	traceObjectTypes.Add(EObjectTypeQuery::ObjectTypeQuery_MAX);
 
 	UKismetSystemLibrary::CapsuleOverlapComponents(GetWorld(), CapsuleColliderComponent->GetComponentLocation(),