UE4: How to make UProceduralMeshComponent a solid body, not just a surface around volume?

I generated the UProceduralMeshComponent and set collision enabled to ECollisionEnabled::QueryOnly.

But I get ActorEndOverlapEvent if I stop touching the mesh border even if I still inside of mesh body. So, how to make it solid to get this event only if I left from the mesh volume (like in ATriggerBox for example)?

All your typical meshes are just a surface around a volume.

If you are converting the procedural mesh into a static mesh, you need to look into creating a new simple collision for that. The default collision is a complex recreation of the mesh but your simple alternative can be the volume that you want to have.