How to detect if a part is collision but with ignorelist

Hello!
I’m making my Placement System for models and I need to detect if model is not collisioning with another model but I need to ignore parts of that model player want to place, I’m using primary part that look like this

But I don’t know how to ignore parts in that model, My script

local PlaceObject = game.ReplicatedStorage.PlaceObject
local UIS = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local TransparencyDelta = 0.5
local Player = game.Players.LocalPlayer
local Mouse = game.Players.LocalPlayer:GetMouse()

local goodToPlace = false
local isPlacing = false
local StartKey = Enum.KeyCode.P
local RotateKey = Enum.KeyCode.R
local TerminateKey = Enum.KeyCode.X

function FindPlot(plrname)
	for _,s in pairs(game.Workspace.Plots:GetChildren()) do
		if s.owner.Value == plrname then
			return s
		end
	end
end



UIS.InputBegan:Connect(function(input)
	if input.KeyCode == StartKey and isPlacing == false then
		isPlacing = true
		local ClientStructure = game.ReplicatedStorage.TESTPART:Clone()
		ClientStructure.Parent = workspace
		for _,obj in pairs(ClientStructure:GetChildren()) do
			if obj:IsA("Part") or obj:IsA("MeshPart") or obj:IsA("UnionOperation") then
				obj.Transparency =  TransparencyDelta
			end
		end
		for _,desc in pairs(ClientStructure:GetDescendants()) do
			if desc:IsA("Part") or desc:IsA("MeshPart") or desc:IsA("UnionOperation") then
				desc.Transparency = TransparencyDelta
			end
		end
		
		ClientStructure.PrimaryPart.BrickColor = BrickColor.new("Forest green")
		RunService.RenderStepped:Connect(function()
			local connectiton = ClientStructure.PrimaryPart.Touched:Connect(function(hit) end)
			Mouse.TargetFilter = ClientStructure.PrimaryPart
			if Mouse.Target == FindPlot(Player.Name) then
				local AnyColisions = false
				ClientStructure:SetPrimaryPartCFrame(CFrame.new(Mouse.Hit.X,ClientStructure.PrimaryPart.Size.Y + FindPlot(Player.Name).Size.Y,Mouse.Hit.Z))
				
			end
		end)
	end
end)

Thanks for any help!

You might want to use GetTouchingParts(), just simply loop through the returned list of baseparts that your basepart is colliding with, and make checks.