Command Shepard,
Component overlaps are determined using PhysX sweeps. PhysX doesn’t inherently know about Bone Names, but FBodyInstance (which is the user data we pass through) has the notion of Item Indices. On skeletal meshes, these map directly to bones.
So, what you should be doing is something like this:
Additionally, in order for ItemIndex / OtherBodyIndex to be properly set, you’ll need to have bMultiBodyOverlap enabled on the other component. So, in the example project you uploaded, you need it enabled for NewBlueprint’s SkeletalMesh component, but not for ThirdPersonCharacter.
Finally, this will cause each bone to generate overlap events as they are each considered their own physics body. This means that as you run through the skeletal mesh with the cube you’ll notice several events occurring (one for each bone) as opposed to the single event you currently see. If you need bone information, you’ll have to manually filter and ignore these events (something like checking to see if you’re already overlapping the given actor, and not performing the begin overlap if you are).
Thanks,
Jon N.