I was doing a quick project where I was showing someone how to emulate a god of war throw / return axe where I wanted to do different actions depending on if the blade hit a wall or the handle (axe was spinning in motion).
Sure I could have just ditched the projectile movement but that was what the op of the thread was asking about.
In the situation there the mesh is the root + 3 box colliders and there is projectile movement nothing registers on default geometry.
Only when I went into the environment and set all of it’s static geometry to register overlaps did it start to handle it (not an ideal situation)