OnActorBeginOverlap and OnComponentBeginOverlap do not fire between the player capsule and the rotating star

I was thinking that, but the collision of the mesh is what generates the hit.

I think we need to objects, a start you can’t see for overlap, and a mesh you can see for hit. The invisible one is slightly larger than the other.

That way, you can stop on hit, and start again on end overlap.

Yes that’s what I meant, two components (mesh and collision) you can autogenerate the collision box for the star and then scale the mesh down a bit, I think that should work

The “Retriggerable Delay” after the hit is the wrong way?

Thanks, I will try, but currently UE on my computer is busy, I will try in several days.