Using OverlapMulti tests

I’m trying to use OverlapMulti to build a cover system, but I have a couple of question/issues with using it.

For reference, here’s my code as it currently stands:

GetWorld()->OverlapMulti(overlaps, GetActorLocation(), FQuat::Identity, ECollisionChannel::ECC_WorldStatic, FCollisionShape::MakeSphere(100), FCollisionQueryParams(false));

for (int32 a = 0; a < overlaps.Num(); a++)
	UBrushComponent *brush = NULL;
	brush = static_cast(overlaps[a].Component.Get());

	if (brush == 0)
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("component is not a brush"));
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("component is a brush"));
  • Despite using a CollisionChannel of WorldStatic, this returns the character. Should it not only return static objects?
  • The cast to UBrushComponent always returns an object, even if the object in question is not a brush and is actually (for example) a static mesh. How can I work out what it actually is that was hit?
  • How do I go from there, to having the hit location or the closest point on the object to the player?