How to get all the entities trapped in the collider?

Greetings faced with such a problem. I need to get a list of all entities trapped in the cube collider, for this I decided to use the BoxCastAll function, but it gives the error UNKOWN_TYPE_OBJECT can anyone suggest ways to get all the objects trapped in the cube grid?

do those entities have collider ? if have, just just colliderEvent

There is a Physics Shape, how do I call ColliderEvent when two objects intersect? I’ve tried using this code, but it only works when there is a Physics Body on the objects, which I can’t use.

using Unity.Burst;
using Unity.Entities;
using Unity.Jobs;
using Unity.Physics;
using Unity.Physics.Systems;
using UnityEngine;

[UpdateAfter(typeof(EndFramePhysicsSystem))]
public class CollisionECS : JobComponentSystem
{
    private BuildPhysicsWorld buildPhysicsWorldSystem;
    private StepPhysicsWorld stepPhysicsWorldSystem;
    private EndSimulationEntityCommandBufferSystem commandBufferSystem;
    protected override void OnCreate()
    {
        buildPhysicsWorldSystem = World.GetExistingSystem<BuildPhysicsWorld>();
        stepPhysicsWorldSystem = World.GetExistingSystem<StepPhysicsWorld>();
        commandBufferSystem = World.GetExistingSystem<EndSimulationEntityCommandBufferSystem>();
    }

    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var collision = new CollisionJob()
        {
            fragment = GetComponentDataFromEntity<FragmentECS>(),
            cutter = GetComponentDataFromEntity<CutterECS>(),
        };
        JobHandle jobHandle = collision.Schedule(
           stepPhysicsWorldSystem.Simulation,
           ref buildPhysicsWorldSystem.PhysicsWorld,
           inputDeps);
        commandBufferSystem.AddJobHandleForProducer(jobHandle);
        return jobHandle;
    }
    [BurstCompile]
    private struct CollisionJob : ICollisionEventsJob
    {
        public ComponentDataFromEntity<CutterECS> cutter;
        public ComponentDataFromEntity<FragmentECS> fragment;
        public void Execute(CollisionEvent collisionEvent)
        {
            if (cutter.HasComponent(collisionEvent.EntityB))
            {
                if (fragment.HasComponent(collisionEvent.EntityA))
                {
                    Debug.Log("BOOM");
                }
            }
        }
    }
}

OK, I did it, it turns out it was necessary to put an event call on the objects, thanks for the tip!