You read it wrong.
Period. The end.
Now, the tutorials do a bunch of ugly bad-practice bullshit. One of which is having controls implement PhysicsCollisionListener. It’s not smart. It’s stupid. The tutorials are often stupid like this. They did it to reduce one or two lines of code but it just confuses new users. It’s unfortunate, but there we are. Do not ever look to the tutorials for best practices. They are illustrative of functionality but are the dumbest source of best practices.
Yes, if it’s being called. We can’t see where it’s called. We only see tiny little windows of your code. For all we know if could be in a thisMethodIsNeverCalled() somewhere. So we’ll assume it is called. My point is that we (the readers) can’t know that for sure. We don’t see it. We have to add our own assumptions on top of yours… which is not the best way to solve a problem.
I’m not sure. I figured it out without having to look at working examples… but my own examples are not using JME’s RigidBodyControls (and they have non-kinematic objects so I may not hit the same issue).
As mentioned already, I’ve seen others post issues with getting collision events from scenes with only kinematic objects. So if I were you, that’s what I’d try first. Add some mass=1 balls flying around the scene or something and see if you get events.