override contact in precollision / box2d: contact.SetEnabled(false)

in box2d (as3) it is supposedly quite simple. please can we have this functionality Ansca!
http://www.emanueleferonato.com/2010/03/02/understanding-box2ds-one-way-

how about [lua]event.contact.SetEnabled(false)[/lua] or [lua]event.cancel()[/lua] etc

[as3]
override public function PreSolve(contact:b2Contact, oldManifold:b2Manifold):void {


// checking distance between bodies
var distance = player_y_position-platform_y_position;
// if the distance is greater than player radius + half of the platform height…
if (distance>-14.5) {
// don’t manage the contact
// THIS ALLOWS THE PLAYER TO PASS THROUGH
contact.SetEnabled(false);
}
[/as3]
[import]uid: 6645 topic_id: 4382 reply_id: 304382[/import]

also it would be good to be able to change the filter (or parameter of the filter) at any point.

[lua]function onPreCollision(event)

local obj1 = event.target
local obj2 = event.other

obj1.filter = someOtherCollisionFilter
obj2.filter.maskBits = 3[/lua]
[import]uid: 6645 topic_id: 4382 reply_id: 13687[/import]

I second this request, I would love to be able to actually fully cancel a collision in a preCollision handler. [import]uid: 10284 topic_id: 4382 reply_id: 13811[/import]

I vote for this one too. [import]uid: 21280 topic_id: 4382 reply_id: 26465[/import]