Begin Overlap not working with multiple collision spheres

Hey there, I’m trying to make an actor that has two collision spheres. The smaller one (root component) handles collision, and the larger one handles overlaps. When I try this only the root sphere triggers overlaps, even when it has “Generate Overlap Events” unchecked. Stranger still is that if I enabled physics on the larger sphere then suddenly things work as expected, but this allows the spheres to separate at runtime which breaks the design. Is this a bug with Unreal or am I doing something wrong?

Actor setup in viewport:

Here is how their collision and physics are set up:

Collision Sphere (smaller sphere):

OverlapRadius (larger sphere):

This is (afaik) normal behaviour, as only the root component can collide/overlap. This is a problem I ran into when working with the character class. I’m not sure what happens if you have the default root component as root and the two collision spheres as children, but I would try that.

Ok, so I figured it out. The issue was being caused by a toggle called “Auto Weld”, which can be found by expanding the Physics section. I unchecked this for the OverlapRadius and now it works exactly as intended.

For those interested, the tooltip for Auto Weld reads, “If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root”