Does a static mesh's UCX collision count as root collision?

I need hit events for particle effects (sword creating sparks/ blood on surface normal). Spent a good 5 - 8 hours trying to find out why hit events weren’t firing.

Simulate Physics checked on one of the meshes causes hit events to fire, but I can’t use that solution because all sorts of other problems arise with physics enabled, AND there’s no need for physics otherwise.

Overlaps work fine, but I can’t use’em because they don’t give me hit location/normal. (It’s got sweep results I can check fsr, but they’re always invalid).

As you can see in the Katana_BP below, the static mesh component is the root of the actor, and it’s got valid UCX collision.

I would just like to confirm that UCX collision is never considered root, even if the mesh it’s attached to is the root. In other words, must the root collision be a UE4 Engine asset (physics body, box/sphere/capsule collision) in order for hit events to work?

Please, any confirmation on would be greatly appreciated.

Apparently parenting a static mesh or whatever to a collision box (a collision box serving as the root of the actor) seems to be the only other way to get Hit Events to fire, but seeing as only one collision component is allowed on the root, that solution will only work with the simplest of meshes (perfect cube, sphere or capsule).

Here are some screens:

Katana BP

Katana mesh’s collision