- what is a “dynamic” mesh here? a mesh spawned at run-time? just a component? full actor?
- does the spam manifest only with those dynamically (?) generated meshes?
- how many times? how spammy?
- the pawn may have something attached to it that triggers additional overlaps
- the pawn’s own components may have separate collision set to overlap
Print Display Names
of the overlapping entities to find out what is going on.
Somewhat similar behaviour, give it a skim - see if it makes any sense: