Physicsbody doesn't fire hit event

Hello,
I’ve created a normal character pawn with the capsule and skeletonmesh components.
Capsule generate hit event = false
Mesh generate hit event = true


ACharacterEntity::ACharacterEntity()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	GetMesh()->OnComponentHit.AddDynamic(this, &ACharacterEntity::OnHit);
}

void ACharacterEntity::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit)
{
	GEngine->AddOnScreenDebugMessage(-1, 10.5f, FColor::White, FString(HitComponent->GetName()));
}

------

.h

	UFUNCTION()
		void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit);
	

if i use ::NotifyHit, the capsule components fires the hit event, mesh doesn’t. (Can’t explain that, it fires even if its disabled.)

hitevent.png

Edit:
Nevermind, got it. My physics asset had the fire hit event disabled…