So i made a spawner (using spawn actor) for volley balls (They are just root (Sphere Collision) and child (Sphere))
The Sphere collision doesn’t follow the Sphere as it bounces away.
Therefore, the only way I can pick up/trigger overlap with the sphere is if I go to where it initially spawned. Not the actual static mesh on the ground.
Hey there @AllinaChan! Welcome to the community! So when an object has Simulate Physics turned on it has to be the root object in whatever actor it’s in, otherwise it will separate itself and become a root actor. So what you want to do it the opposite, have the ball the root actor and have the collision sphere a child of it.
Also for reference, the static mesh handles it’s own collisions unless you need an extended envelope for overlaps and interactions.