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When an actor that is spawned at runtime is moved via SetActorLocation and collides with a static object, no hit events will be fired. If the same static actor begins simulating physics, the dynamically created actor will push it out of the way upon collision but still not generate any hit events.
The only workaround for this is to use overlap events instead.
1. Download the attached project and unzip it.
2. Open the project and press Play
3. Watch the cube descend (If you touch it, notice that it triggers a hit event in the form of a print string.
Result: When the cube touches the floor, it goes through without triggering a hit event.
Expected: The hit event should trigger when the cube touches the ground.
Workaround: Set the collision on the MockAsteroid blueprint's Static Mesh component to react with "Overlap" for World Static objects and use Overlap events instead.
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