How would someone successfully check with static meshes and Complex Collision against actors not in motion?

I am thus far able to successfully overlap box/sphere/capsule colliders against stationary AND moving actors, as well as overlapping static meshes against moving actors, but when the actors remain stationary I am unable to successfully overlap them.

By stationary I mean any translation or rotation through space.

The context for this question is: I’m spawning a static mesh actor with intent to inflict damage on any actors found inside it.

If overlapping is not the correct way to go about this, what alternatives would be more applicable?