I use BP.
Your setup is a little different.
My concrete use case is:
A is a static mesh, like a ship. with FloatPawingMovement
B is a character(skeletal mesh, IMPORTANT) standing on the ship.
C is a static mesh(IMPORTANT), like a box on a ship.
B & C are both A’s child actor component.
then in A’s BP, I invoke A.AddMovementInput every tick.
Use keyboard to Move B to overlap C.
I created a first person demo project and modified it a little to show the case.
Attached with my demo project:
(default attachment is too small.use onedrive to share it.)
Use WASD to move arms to overlap the wall. at some position, overlaping events are not stable. over and over again.
[link text][1]
And the screenshot
