Say I have two objects, A and B, and a character entity C.
Objects A and B would have an outer mesh in collision group 1 (blue in image).
Objects A and B would also have an inner mesh belonging to collision group 2 (red in image).
The outer meshes would be able to collide with each other and collisions would be solved normally.
I'd like character object C to be able to be pushed around by the inner meshes of A and B, but I do not want the character to be able to affect the other objects. Basically, object A and B should only react when the outer meshes collide with each other, not their inner meshes colliding with C.
For example, in the picture below, I'd like it so that if A was given a LinearVelocity to push it to the right, it could push C off the little ledge without slowing down.

I've tried to do some things with compound bodies and making things dynamic/kinetic, but so far have not been able to create something that works the way I'd like. Any idea how this could be done?
Thanks!