Don’t think UE collision querys are accessible but prop_mover_device
does have collision query events
# Used to move around a building or prop, and customize responses to various collision event types.
prop_mover_device<public> := class<concrete><final>(creative_device_base):
# Signaled when the prop hits an `agent`.
# Sends the `agent` hit by the prop.
AgentHitEvent<public>:listenable(agent) = external {}
# Signaled when the prop hits a creature, animal, or NPC.
AIHitEvent<public>:listenable(tuple()) = external {}
# Signaled when the prop hits another prop.
PropHitEvent<public>:listenable(tuple()) = external {}