Collision with Skeletal Mesh not working

I’m dealing with a problem that is driving me crazy. there must be something I’m missing.
I’ve already googled, youtubed and can’t find the answer for this problem.
I have:
-A Skeletal mesh with a Physics Body attached that has 2 simple bones with a collision box each
-A actor blueprint with this mesh inside (Skeletal Mesh Component)

I want: when the player walks on this mesh (collides with the boxes) play an animation (I want to catch the BeginOverlap event)

The following I know is working:
-The collision boxes are active, because the player walks on them without falling
-The animation works because it plays when I play the animation in BeginPlay

I have already checked this:
-In the Skeletal Mesh inside the blue print I have both “Simlulation Generates Hit Events” and “Generate Overlap Events” checked
-In the physics asset all collision boxes have “Simulation Generates Hit Events” checked and Collision Response is set to enabled

Now the problem:
The event “Begin overlap” is not firing in the blueprint for the skeletal mesh when the player moves on top of it.
What else do I need to check?

Thanks!

Don’t know what the heck happened but it just started working out of nowhere.

Edit: Not solved. Hit event is working but Begin/EndOverlap are not. And those are the events I need…

When overlapping an object, both the object and the mesh you are overlapping require “Generate Overlap Events” to be checked.

That option is checked in the player character on both the collision capsule and the mesh. I have a lift already working (that uses a collision box and the overlap event).
Funny thing is, I have “Simulation Generate Hit Events” unchecked everywhere and the only event that works is the Hit event. :confused:

I think I know what’s happening.
I think that the collision boxes of the player and the collision boxes of the bone never overlap because they are colliding with each other (that’s why I get the hit event).
I managed to simulate this by changing the collisions to “overlap” . Now my character goes thru the object but the begin/end overlap events are working.
I don’t know how I’m going to do what I’m traying to achieve…

I’ve made some progress.
I’ll first explain what I want to achieve. I’ve made a rope suspension bridge that I want to animate when the player walks on it. I’ve animated the bridge in blender.
I decided to add a collision box on the feet of the character (bellow the capsule collision box of the caracter).
In my bridge blueprint, I subscribed the events “begin/end overlap” for the skeletal mesh and it works. When the caracter walks on the bridge I get the events (i’m filtering the collision box with a tag). The problem is that I’m getting “begin overlap”->“end overlap”->“begin overlap”->“end overlap” when the character walks. Don’t know why, because I’m not jumping, so the bounding box of the character never lost contact with the mesh colliders.
Here are some pictures.
Physics Asset
The bounding box on my character
Bridge BP
The scene (note the Print String on the left side)

Putting a box around your character’s feet seems a bit overkill. I would suggest making a large trigger box around the bridge instead.

Yes! That worked and is in fact the correct way of implementing this. It will work with any pawn that walks over the bridge.
I was so obsessed with the collision boxes I had setup in the physics asset that I missed this solution.
Thanks!!