Overlap event issue

Code snippet:

Constructor
{
BoxTrigger = CreateDefaultSubobject<UBoxComponent>(FName("DoorTriggerArea"));
	BoxTrigger->InitBoxExtent(TriggerScale);
	BoxTrigger->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
	BoxTrigger->SetCollisionResponseToChannel(ECollisionChannel::ECC_PhysicsBody, ECollisionResponse::ECR_Overlap);
	BoxTrigger->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap);
	BoxTrigger->bGenerateOverlapEvents = true;
	BoxTrigger->SetSimulatePhysics(true);
	BoxTrigger->SetEnableGravity(false);
	BoxTrigger->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
	BoxTrigger->OnComponentBeginOverlap.AddDynamic(this, &UDoorTriggerComponent::OnBoxBeginOverlap);
	BoxTrigger->OnComponentEndOverlap.AddDynamic(this, &UDoorTriggerComponent::OnBoxEndOverlap);
}

void UDoorTriggerComponent::OnBoxBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
	UE_LOG(LogTemp, Warning, TEXT("%f"), SweepResult.GetComponent()->GetMass());
}

The OtherComp, OverlappedComp, SweepResult.GetComponent() all point to the trigger box, not the colliding object.
The events are fired normally, when i enter the collision area the even is fired but for some reason the parameters get messed up. Could anyone help me?

It seems that GetOverlappingActors works fine but i still dont understand whats wrong with the parameters.

Actually just realised this. The only overlapping component is the boxtrigger itself as anything else will be an actor. Using OtherActor works fine. Marking as solved.