Isn't "Sweep" supposed to work when using "Add Actor Local Offset" with a skeletal mesh?

Hello,
I’m trying to figure out how to enable collisions with the world when the player is a pawn that uses a skeletal mesh.

If I use a static mesh, everything works as expected when using a static mesh, just like in the UFO example.

This setup will not allow the pawn to go through walls, and will print on the screen the correct name of the object that was hit

On the other hand, with the following setup (skel mesh instead of static mesh), the pawn goes through everything in the world that does not use “Simulate Physics”
Between these 2 setups there is nothing changed except the mesh (from static to skeletal).

I have an animated skeletal Suzanne that I am using for this second example.

Proof:

How can this be fixed? I want to use a pawn with a skeletal mesh but not allow the pawn to go though world objects.

*Note: When I use the skeletal mesh, I am setting the collision preset to “Pawn” on it, otherwise it will not collide with anything because the default preset is “NoCollision”
Also, in PhAT, I’ve set a capsule around the mesh and the simulation works just fine.

Collision Preset:

Ok, so I’ve fiddled a bit with this and it seems that sweep only works with skeletal meshes if the Collision Box is the root of the pawn.
This works:

35653-pawn_skeletal_collision_box_root.png

Basically, if you take the example with the static mesh from the question, replace that mesh with a collision box, then add the skeletal mesh as a child, sweep will work.

Is this the correct behavior or should sweep also work with skeletal meshes as the root?