— - Either I don't understand what you mean or we are on separate problems. This is how I essentially create an end state for collisions:
------------- this.collided = true
------------- if (this.collided = true) then this.EndCollision = true
If EndCollision & triggerOnce
------------- // Do Stuff
------------- // this.EndCollision = false
As far as I can tell you need two state tracking variables and the use of IsOverlapping. But as I stated in the OP IsOverlapping doesn't work with physics enabled objects (a separate problem needing addressing). Meaning the workaround now requires sensor objects. potentially doubling the amount of active objects in a scene. Seeing as construct lacks scaleability in the compound object department, I can't see as adding another object to the list as being very desirable.
Essentially, I said workaround exists but problem with workaround exists... which is why the workaround is not a suitable sub for the existence of a new trigger.