@AJQuick I “fixed” it too by implementing that function. I’m now getting overlaps, but they aren’t correct all the time. They come in and out when I move, so it’s quite easy to stop moving and have the number of overlapping actors print “0”. I also implemented “OverlapComponent” and “ComponentOverlapMultiImpl” to no avail, though I’m pretty sure those are needed too. (Copying SkeletalMesh).
I’m a bit stumped this big of a bug exists… Any other ideas I should try? I’m about to debug it further…