Destroy/transform actor location if colliding within static mesh/environment

I am currently making a game in which the player can transform into various states of matter. The player can transform into gas, water and plasma. So what I wanted to happen is:

  1. Player turns to water (small size)
  2. Player returns to normal size but gets stuck (sometimes goes through) in a piece of environment (essentially dying as they crush their own body/half their body is stuck in solid matter)
  3. Player dies if this happens and is transformed back to spawn point (I don’t destroy the actor)

I had tried many things to simply get the player to die if they were in the box (environment - to clarify I tested with an overhanging box). The only solution/workaround I could find was using a collision box within the static mesh box and adding a blueprint that “resets”/“kills” the player if overlapping with that collision box inside the box but that would mean I’d have to make my environment completely out of this collision box or create more blueprints which is what I didn’t want to do (although if there is no solution I’d have to either make all my walls very thick and then add the box only in certain areas which is a pain).

Is there any way to detect if the player has gone inside a mesh/object (not just touching the surface) and then kill/transform the player?

Thanks very much!