Overlap depth threshold?

I never found a proper solution and ended up just not adding the feature. However there are some possible solutions that won’t work for every scenario but might work for you. You can use for example UPrimitiveComponent::ComputePenetration, however that will only take a simple collision shape as a parameter and not another component, if you only have simple box, sphere or capsule colliders that could work. Another way could be to sweep the component from few units away to the current location which will also give you more information about the impact point, penetration etc. however this could also be unreliable if the component is already inside collision where you start the sweep.