OnComponentBeginOverlap not registering

This was working fine some compiles ago and now i dont know what happened and its not working anymore, moving on…

In my class im registering 2 collision events:

GetCapsuleComponent()->OnComponentHit.AddDynamic(this, &AWindGameCharacter::HitThePlayer);
	
GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this,&AWindGameCharacter::DestroyOnTouch);

OnHit is working perfectly while OnOverlap is not being called.

They are both declared the same way in the .h and i checked more times than a sane person should to see if ther was any obvious errors

UFUNCTION()
	virtual void HitThePlayer(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, FVector vec, const FHitResult& result);
	
	UFUNCTION(BlueprintCallable, Category = mystuff)
		void DestroyOnTouch(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);

Now the funny part, in the ufunction of the overlap function(destroyOnTouch) i didnt have blueprint callable, and i added it to see if i could create the event in the objects blueprint and manage to make it fire from there, and ye, it works if the function is exposed to BP and linked to the OnOverlap node.

I also made sure everything is generating hit events.

So if any 1 has any ideas i would apreciate, thanks.

I also made sure everything is generating hit events.

What about overlap events? Do you have bGenerateOverlapEvents set to true?

i set that to true on the blue print, i believe its the same as doing it in code no? also the thing works when i call the exposed function in the blueprint connected to the blueprint overlap event so it has to be set to true for sure or else it wouldn’t work on the BP…