Why is cast failing for an object but succeeding for its duplicate?

I’ve been stuck on an unusual problem for two days now and it is driving me nuts.

I am building a game of Pong. Within this game, there is a ball blueprint. On the event “Event Actor Begin Overlap”, I am checking collision on multiple objects - the player paddle, the walls, and the enemy paddle. Collision works 100% fine on every object EXCEPT the enemy paddle, where the cast fails 100% of the time, even when I manually place the two objects in the same space.

I can’t, for the life of me, understand why it is not casting correctly. I have set the blueprint’s collision to generate overlap events, and for its collision presets to be “physics actor”. These are the exact same settings I’m using on my player paddle which works fine. Both the player paddle and the enemy paddle use the same static mesh, which has collision on it.


I am also using the exact same logic within the BP_ball event graph to cast to the player paddle as I am to the enemy paddle, and again, the player paddle works but the enemy paddle does not.

Enemy paddle blueprint:


Player paddle blueprint:


I imagine there must be something up with the settings for the enemy paddle that is preventing an overlap from being detected, but I can’t figure out what it is. Does anyone have any ideas?