Wall Run Collision Not Triggering Overlap Events

Ok guys, I found a solution. For anyone that is curious, what you need to do to get wall running working is to do a spherical collision trace by channel around your char. Set the radius however big you want it to pickup the wall immediately next to you, then configure the appropriate gravity/air control/launch logic when the return value of that collision trace is the condition in a branch to trigger wall run logic. Break up the impact normal from break hit result from the sphere trace into x and y parts, multiply by a scaling float to get usable launch velocities that you can tune, then plug that into launch velocity with make vector. If you want a blue print I can post one.