Is it possible to cast to or have collision events with Static Mesh's?

Hey, So quickly I am using the RPG Inventory System from the marketplace which spawns in Weapons, Armour etc.
However, as the item it only spawns in the Static Mesh to the hand.

However, In my PlayerCharacter I want to check if there is a collision overlap or hit with the static mesh.
I cannot cast to StaticMesh’s but was wondering if there was any way like this:

The Cast to is the Blueprint of the sword that can be found on the floor but not held in the players hand.
The idea is to do Overlap checks to apply damage to the player.

If anyone has a way to do it, by providing screenshots I would highly appreciate it.
Thanks!

NOTE: It does not seem to work to give the player a BP instead of static mesh due to how the RPG System is set up (very complex with item lists looking for Static Meshes).

You can create a collision box around the Mesh

Yes but then how do I check if that is the other actor or other component that is collided with in the PlayerCharacter Blueprint?

can you post a screenshot of how it spawns (BP screenshot of spawning part)? there is way of doing it with component tags