Overlap events don't fire between a ProceduralMesh and StaticMesh

I am extending the VR Template. I am trying to make the player able to “select” an angle from which audio sources would be enabled. From motion-controllers location in the VRPawn blueprint, a mesh is generated. The audio sources are blueprints with a static mesh and an audio component.
The ProceduralMesh and the StaticMesh are configured as follows:

  • Generate overlap events: enabled
  • Preset: OverlapAllDynamic (I tried many variants here, but in general overlapping all)
  • Multibody overlap: enabled
  • On Component Overlap Begin: have a debug text rendered with the name of the “other Actor”.
  • ProceduralMesh has collision enabled when MeshSection is assigned.

When the player creates a procedural mesh, it does not register any overlap with an audio blueprint. Meanwhile, if I shoot those yellow balls from a gun both the ProceduralMesh and the blueprint render a message. So they register a collision with other actors but not between each other.

Overlaps are registered as soon as I move or rotate the audio source. Is it the expected behaviour?

Another issue I found is, Procedural Mesh has a “Create Collision” boolean, but it creates a collision mesh excluding the volume inside. Then overlaps are only detected when meshes touch and not when one mesh is completely inside another. “Add Collision Convex Mesh” with same vertices as Procedural Mesh fixed it for me.