Overlapping Query & Physics vs Just Query

I have recently made the switch to UE5 from UE4 and have been working through the odd array of changes made from the legacy physics system to chaos. The latest of which is that some static meshes arent recognized when overlapped.

Setup - I have vehicles composed of multiple static mesh components that can be broken off if damage is applied to that component. They are all set to the same collision preset and have collision enabled for both query and physics as physical collisions will also need to apply damage.

Problem - Some of the static meshes dont generate overlap events when the projectile is spawned close to the object (within 10 yards) while others do it no problem. I played around with them and noticed that if I change it to query only the collisions detect just fine.

Notes - the overlaps work fine in slow motion (10% of normal speed) or if the projectile is spawned far enough away (usually like 20 or more yards). The overlaps also works when the projectile is moving slowly. The projectile itself does have CCD turned on for the colliding component and has had the colliding component switched out for a normal capsule collision.

Side note - what was the point of changing the sweep results “Hit Actor” & “Hit Component” to return itself? Seems like a waste of a once very useful attribute.