Simulation generates hit events off. But OnComponentHit still fires

I made a door with a single static mesh component that will open when colliding with the player.

The door class codes are as below:

header file

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/BoxComponent.h"
#include "Components/StaticMeshComponent.h"
#include "TimerManager.h"
#include "FPSCharacter.h"
#include "Engine/Engine.h"
#include "Door.generated.h"

UCLASS()
class CPPTESTPROJECT_API ADoor : public AActor
{
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	ADoor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// a static mesh component
	UPROPERTY(VisibleAnyWhere)
	UStaticMeshComponent *DoorMeshComponent;


	// a timer handle
	FTimerHandle DoorTimerHandle;

	// An event that rotates the door open
	void DoorOpen();

	// An event that closes the door
	void DoorClose();

	// Function called when the projectile hits something
	UFUNCTION()
	void OnHit(UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComponent, FVector NormalImpulse, const FHitResult &Hit);


};

cpp file

// Fill out your copyright notice in the Description page of Project Settings.

#include "Door.h"

// Sets default values
ADoor::ADoor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = false;
	DoorMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DoorMeshComponent"));
	RootComponent = DoorMeshComponent;

	



}

// Called when the game starts or when spawned
void ADoor::BeginPlay()
{
	Super::BeginPlay();
	DoorMeshComponent->OnComponentHit.AddDynamic(this, &ADoor::OnHit);


	
}

// Called every frame
void ADoor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

void ADoor::DoorOpen()
{
	// Set a timer
	GetWorldTimerManager().SetTimer(DoorTimerHandle, this, &ADoor::DoorClose, 3.0f, false);
	// Rotate the door
	SetActorRotation(FRotator(0.f, 90.f, 0.f));
	if (GEngine)
	{
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Collision Happened"));
	}

}

void ADoor::DoorClose()
{
	// Clear timer
	GetWorldTimerManager().ClearTimer(DoorTimerHandle);
	SetActorRotation(FRotator(0.f, 0.f, 0.f));

}

void ADoor::OnHit(UPrimitiveComponent * HitComponent, AActor * OtherActor, UPrimitiveComponent * OtherComponent, FVector NormalImpulse, const FHitResult & Hit)
{

	if (OtherActor !=this && OtherActor->IsA(AFPSCharacter::StaticClass()))
	{
		DoorOpen();
	}
}

The bp extended from this class is like this:

as you can see Simulation generates hit events is ticked off. However, the instance generated from this bp class still fires off its OnComponentHit event in the world.

What’s the problem here?