Hi redbox, I have tested turning off Collision Responses on the sword actor by changing collision to Ignore or Overlap all types.
(The static mesh does have a collision mesh, but all collision responses are disabled, so it’s basically like it doesn’t have a collision mesh).
I verified that the sword is not sending back any Hit or Overlap events by using Print String to Screen/Output Log. So there doesn’t appear to be any actual Collision, but this weird issue keeps happening regardless.