How to keep a collision from blocking a widget interaction component

I had the same problem with a trigger volume and I came up with a work-around. This solved my personal issue, so maybe this is not a solution for general purpose:

After I got the “Overlap”-Event from the trigger box I made the stuff I want it to do and then disabled the collision for this actor. With disabling the collision the widget interaction component does not check against the weird collision of the trigger box or the volume (I guess that it takes the initial overlap and not the think it really hits). I only needed to know in which trigger volume my player is, so I am fine with disabling the collision. If you do something like this and you have multiple trigger volumes like me, then you can enable the collisions for all the other trigger boxes, so you only disable the relevant one.

If you do still need the collision of the trigger volume, then you still might have to think around that issue. =/