Why do multiple overlaps trigger with USkeletalMeshComponent and UPrimitiveComponent when both are moving?

Hey -

I took at look at the project you provided and noticed that the pawn being used as the child actor has no capsule collision which is normally used for collision in characters. The skeletal mesh asset has a physics asset associated with it that you can add collision to instead if needed. The following post gives an detailed explanation as well as a link to video tutorials on using the physics asset tool (PhAT).

Cheers