VR Expansion Plugin

I am curious why Overlap does not work?

I have a GrippableMeshActor Blueprint (overlaps enabled) with a CollisionBoxComponent inside of it that I would like to trigger a sound when it Overlaps with the HeadMesh (which lives inside the VivePawnCharacter) which didn’t work so I added another Actor called Bong Sphere (which still doesn’t work). Both the HeadMesh and Bong Sphere have been set to Generate Overlaps.

I was thinking with BluePrint that if I took the GrippableMeshActor (Bong_Test_Blueprint) and Cast it to the VivePawnCharacter -> Checked to see if GrippableMeshActor (Bong_Test_Blueprint) was overlapping it, that I should be able to use a branch to send a true node to trigger a sound.

The trigger completes and the sound plays if I set the Branch to False, but obviously, that is not my goal… I would like it to positively trigger the sound to play. I also think that it triggers, but not because of the Headmesh / Bong Sphere, but only because the capsule??? Maybe…

I tried two different things… but now I have become lost, which I think my second attempt alludes to. With the Unreal VR Character I was able to take one blueprint and cast it to a hidden cube on the camera and produce a True branch result.

To explain a little bit more… The Grippable Mesh Actor Blueprint has a Collision Box Component inside of it which I hoped would detect the collision. Essentially so the player has to put that part of the Actor towards their head.

Any ideas?