Ok, by comparing the castle to another building that the soldier is sensing correctly/that creates an overlap event, I noticed that the mesh of that building had its collision turned on. This was not the case for the castle. I now turned the collision on (BlockAllDynamic) for the mesh of the castle and suddenly it creates an overlap event, i.e. the soldier is approach it correctly (albeit the fog of war is not revealed, but that is another issue). Do collision boxes not generate overlap events in the SphereOverlapActor function? I’d like to understand the cause here. The block collision settings for the mesh’s are identical to the box collision’s.