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How do I detect collision between the player and the static mesh without making a trigger BoxComponent?

If i have a static mesh and I want to detect a collision between the static mesh and the character, how do I do it without making a trigger box (UBoxComponent) that surrounds the mesh ?

I've tried this so far and it does not seem to fire the collision event

 UStaticMeshComponent* SM_Door;
 
 .....

 SM_Door->bGenerateOverlapEvents = true;
 SM_Door->OnComponentBeginOverlap.AddDynamic(this, &ADoor::BeginDoorCollision);
 SM_Door->OnComponentEndOverlap.AddDynamic(this, &ADoor::EndDoorCollision);
 
 void ADoor::BeginDoorCollision(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool FromSweep, const FHitResult& SweepResult)
 {
     // print if any collision has occured 
     ....
 }

To be clear, I want to detect collision between the collision box of the static mesh and the capsule component of the player character. Is this even possible ?

Product Version: UE 4.12
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asked Jul 29 '16 at 04:40 AM in C++ Programming

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switchblade_77
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