How to make static object trigger onhit events with dynamic object?

I have a player with an onhit method bound to trigger when on onhit events with other objects, and it works fine with any objects with setsimulatephysics == true. The one time it doesn’t work is when the object its colliding with is a not simulated, say a static mesh that should not move and I am trying to make this mesh trigger the hit event, anything helps.

things i have tried: (does not work)
StaticMeshComp->SetSimulatePhysics(true);
StaticMeshComp->SetMobility(EComponentMobility::Stationary);

(does nothing)
StaticMeshComp->SetSimulatePhysics(true);
StaticMeshComp->BodyInstance.CreateDOFLock()
StaticMeshComp->BodyInstance.bLockXTranslation = true;
StaticMeshComp->BodyInstance.bLockYTranslation = true;
StaticMeshComp->BodyInstance.bLockZTranslation = true;
StaticMeshComp->BodyInstance.bLockXRotation = true;
StaticMeshComp->BodyInstance.bLockYRotation = true;
StaticMeshComp->BodyInstance.bLockZRotation = true;

(setting a constraint component as well does nothing)
(also tried using overlap methods instead and nothing)

it seems that the object has to move, there was a case where i was able to make the object not move with constraints, but it still moved when things bumped into it which is not what i am looking for. surely there is some way to make a static object trigger the hit event on the player while keeping the mesh basically static?

Just to add something, if i do this:
StaticMeshComp->SetSimulatePhysics(true);
StaticMeshComp->SetMobility(EComponentMobility::Stationary);

the editor will give me a warning message upon exiting the simulation which is "Mobility of /Game/Levels/UEDPIE_0_Playground.Playground:PersistentLevel.LevelBlock_C_2 : StaticMesh has to be ‘Movable’ if you’d like to AddImpulseAtLocation. "… so it seems like it wants to trigger the hit event, but just wont trigger it when the impulse is 0 due to one of the objects not being able to move… does anyone know how to work around this?

I found a work around that seems to work fine, u can attach the onhit to the staticmesh or any stationary physics object instead of the character itself