SafeMoveUpdatedComponent still penetrating

i was doing a custom movement component of my actor, because what i read on the documentation this fucntion already handle collision internally, which is great. but when i used it. the actor still collide with the object even when i used this function ::

	const FVector ForwardVector(Speed * DeltaSeconds, 0, 0);
	const FRotator targetRotator = FRotationMatrix::MakeFromX(DestinationLocation - CreatureLocation).Rotator();
	const FRotator creatureAddRotator = FMath::RInterpTo(creatureRotator, targetRotator, DeltaSeconds, RotationInterpSpeed);

	FHitResult hitResult(1.f);
	const bool IsMoving = SafeMoveUpdatedComponent(ForwardVector, creatureAddRotator, true, hitResult);

this is the preview of my code. whenever i penetrated to staticMesh it still get me true??? wondering why??

already solved, just change the collision of the root component a.k.a updated component to block all. and it done jejeje