Same collision settings, different behaviour

Hi guys,
new here and on UE,
I’m trying to understand how these object responses work.

I have :

  • a translating sphere actor, with a simple collision box set directly on the mesh.
  • a rotating cube actor, with a collision box added to it in the bp.
    Both are World dynamics and block all but world dynamics, that they overlap.
    The sphere detects overlaps with the cube,
    the cube does not detect overlaps with the sphere.

I don’t get it. I’m missing something in the big picture.
What could explain these different behaviours?

Look for an option in the BP for the cubes collision box to “generate overlap events”, it might not be checked.

The objects are correctly set. Both object - and only those - are supposed to generate overlap events. Only one though can react to the other.