Why OnBeginCursorOver doesn't works on closest actors ?

Hello, why OnBeginCursorOver doesn’t works on closest actors ?

	UFUNCTION()
		void OnCapsuleMouseOver(UPrimitiveComponent* TouchedComponent);

	UFUNCTION()
	void OnCapsuleEndMouseOver(UPrimitiveComponent* TouchedComponent);
AreaCapsule->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
AreaCapsule->OnBeginCursorOver.AddDynamic(this, &AWeapon::OnCapsuleMouseOver);
AreaCapsule->OnEndCursorOver.AddDynamic(this, &AWeapon::OnCapsuleEndMouseOver);
void AWeapon::OnCapsuleMouseOver(UPrimitiveComponent* TouchedComponent)
{
	WeaponMesh->AddRelativeLocation({ 0, 0, 10 }, false, nullptr, ETeleportType::TeleportPhysics);
	if (GEngine)
	{
		GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Cyan, TEXT("Mouse Over"));
	}
}

void AWeapon::OnCapsuleEndMouseOver(UPrimitiveComponent* TouchedComponent)
{
	WeaponMesh->AddRelativeLocation({ 0, 0, -10 }, false, nullptr, ETeleportType::TeleportPhysics);
	if (GEngine)
	{
		GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Cyan, TEXT("Mouse Out"));
	}
}

A video to show the problem

It was blocked by the player widget name text. Not hit-testable Solved it