So there is no way to debug collisions in such way? If I “Play” the scene and then eject, I get the same problem. Ejection works similar to simulation?
In Play (without possesing) problem dissapears, even without your optimization.
In Play (after possessinglink text) problem still exists.
I tried your solution and tested it in Simulate mode. It still generates end overlap Events.
Checked documentation. “While simulating, you have full access to the Editor’s tools, so you can modify the scene and its contents, or even place new Actors. You can also select and inspect Pawns controlled by AI right as they are performing actions, and quickly debug and tweak gameplay behaviors.”. So changing variables in editor in simulation is a documented way to debug…