Hit event called on only one of the two colliding objects?

This should be a really easy issue to solve, but being new to UE4, the issue just isn’t apparent to me. Apologies if this is a stupid question.

I’m fiddling around in the Flying example map. I’ve replaced the blocks in the world with blueprint objects that destroy themselves on Hit. Flying the ship into these objects causes the desired effect. I don’t want these blocks to move around, however, so the StaticMeshComponent has mobility set to Static. However, it does have “Simulation Generates Hit Events” set to true.

I’ve created another blueprint object built off of the Sphere mesh. These spheres have a similar script to destroy themselves on Hit, but it also simulates physics – the goal is to eventually make them fireable from the ship and responsive to gravity, but that’s not the issue here.

Here’s the issue: if I have the sphere fall onto a block, the sphere has the Hit event called and destroys itself – but the block does not. If I change the sphere’s blueprint to not destroy itself, it repeatedly triggers its Hit event almost every frame as it bounces on top of the block, but the block’s Hit event still never gets called. Yet, still, if I fly the ship into the same block, it destroys itself.

Below are the details for (what I’d guess are) the relevant entries in the Details pane of the Static Mesh of each of the two relevant objects. I’m not sure, but I guess it’s worth mentioning also that the block’s parent is StaticMeshActor, while the sphere’s parent class is Actor, but I don’t imagine this would make a difference (please, correct me if I’m wrong).

Block:

Sphere:

Thanks!