Rotating transform does not trigger 'Even Hit'. Why?

I have a flying vehicle. The root object is a skeletal mesh (went with this to add some animations on the vehicle). Simulate physics is off.

As I fly around with directional movement, the mesh’s collision works perfectly. However, if I hover and don’t move at all, but instead rotate into another object, the ship goes straight through anything so long as I only rotate.

Why could this be happening?

Any help would be greatly appreciated. Thank you.

AFAIK rotations on non-physics-simulated actors do not test for collision. only a moving (changing location) actor can generate a blocking Hit.
But it will generate even if the change in location is very small.

i had a circular wall with a gap in it rotating constantly. and needed the edges of the gap to push the players along if they stood in the gap, but of course it goes right through them so i added overlap volumes to the gap sides and programmed them to do little Launch Character calls in the direction theyre facing. that worked but is kind of bumpy.

Thanks! Good to know it’s not some sort of glitch resulting from things I haven’t set up correctly.

I think what I might try is to set the ship to simulate physics when not moving, and with any motion set it to non-physics-simulating.

I might like to simply set it to simulate physics always, but it comes with an issue as stated in my other question. Would love to know if you have any thoughts on this.

Regardless, thanks a lot for the info!