I’m not sure if the issue is with the channels. I’m registering an overlap, if the channel is incorrect, it should not overlap, right? Please correct me if I’m wrong.
A couple of things- you can disable Simulate Physics and look at the effects. Also, you have a code snippet- that’s great! However, we need to know which object this code is on.
First thing I would do is try to disable simulate physics when an object is held in the hand (you can re-enable it when dropped). Can they really, like FULLY overlap? It looks like they’re physically colliding on your gif there.
Hey @Mind-Brain , in theory I need physics, but even if I disable it I get same result:
For context: when both the white box and the gun are attached to a single skeletal mesh (using SocketNames hand_r and hand_l) with ‘Weld Simulated Bodies’ set to true, I get a constant trigger when the gun enters the white box’s BoxCollisionComponent.
If only one item (either the gun or the box) is attached, everything works as expected.
Regarding the physics, the general way to go about it is to enable it for the object right after its dropped, and disable it right before pick up. I’ve seen some WOOOOOOOOONKY stuff happen from characters/players picking up physics based objects. Just some food for thought!