That 'offset' is middle in your object.
Check offset at
Self.X - distance*sin(60)
Self.Y - distance*cos(60)
Where distance is anything you need.
To see what you are dooing, you can move a small sprite at
test_player.X - distance*sin(60)
test_player.Y - distance*cos(60)
I see that youre player is a circle, that offset will also be a circle.
Dont forget to move it 'back' when a overlapping is dedected. Else it keeps overlapping. You have to make a sorta 'push out of solids' routine.
Thank you for the answer. I tried changing the expression to what you are suggested (I used different numbers for distance, 10; 70; etc..), but still not working.
Edit: Well, not quite the answer to this problem, but I managed to get the collision system working using the custom movement behavior's push out solid (nearest) option.