Hit collision event for physics bodies

Hi!

I have character mesh simulated by physics. There’s no capsule component collision, and root bone isn’t simulated.

Is there any way to use functions like these:

   	UFUNCTION()
    		void OnOverlapBegin(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);    
    
    	UFUNCTION()
    		void OnOverlapEnd(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);    	
    
    	UFUNCTION()
    		void CapsuleTouched(AActor* Other, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);

/////////////////// or 

OnActorHit.AddDynamic(this, &AMyPawn::OnMyActorHit);

	UFUNCTION()
		void OnMyActorHit(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit);   

or is there any other method do catch collision event for physical bodies?

These functions do not work. Probably because there is no collision component except physically simulated bodies.

Ok. I’ve got it. Bodies need Simulation Generete Hit Event set to true. Then OnMyActorHit() works fine.