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)?