@Everynone @Frenetic @Squize @vespineauto007 I thank you deeply for your time to response. I tried the casting solution and the BPI solution, which seem to worked, although I did not manage to do what I am trying to do and I came to the conclusion that the problem was not on the collision precisely.
Your solutions worked, but after the pick up the widget was still not hidden. After a lot of tests, I saw that the widget got hidden when the character collided once more with some collision blocks I had on the level. So I guess, the object did not collide with the character mesh, just the code to hide the widget was not executed again, after the object got attached.
One workaround, I could think of was to implement the BPI to check if the character is holding the IPAD and then add a tick event inside the blueprint, so that it always checks if the character is holding it or not, and hide the widget always if the character is holding it.
It worked but with having much experience, it seems a bit of overkill to always check for something, when you need it just once.
P.S vespineauto I did not have time to try your solution yet, because I will have to rebuild a bit the Blueprints, but I will definitely will, because it sounds very logic.
