Check if actor overlapps after SetActorLocation

I’m spawning a room (ARoom) in the world. Then I set its new location:

//Set the new room position

Now I want to check if it overlaps with another room:

//Check if overlapping
TArray<AActor*> overlappingActors;
newRoom->GetOverlappingActors(overlappingActors, ARoom::StaticClass());
for (int y = 0; y < overlappingActors.Num(); y++)
	UE_LOG(LogTemp, Warning, TEXT("[%s] is overlapping with [%s]"), *newRoom->GetActorLabel(), *overlappingActors[y]->GetActorLabel());

But regardless if it overlaps or not, overlappingActors.Num() always returns 0. I have GenerateOverlapEvents enabled (Collision on the static mesh):


What am I doing wrong?