Pawn not generating overlap events

Hi, I’m trying to make a puzzle game similar to Tetris, I’ve managed to get the spawn block and the move down (player control, left, right, move down faster and rotate). But I want the block to generate a hit result so I can then destroy the block and use its info to spawn the new blocks. But no matter what I try it wont generate a hit result unless I turn on physics simulation and that cause all kinds of crazy, free form rotation.

How the block is setup, please note that the blocks are actually blank static mesh’s which are later replaced with a random block of those 4 (soon to be 8) blocks. Shown like this for reference, the outer box is to generate the hit!

Temp screen example, the grey blocks around the outside are static meshes each has its generate overlap and hit events turned on.

The hit/overlap info is on, I’ve tried every variation with no luck, only physics seems to work and I don’t want to use physics.

Hey Zedrophobe-

Just for clarification, are you trying to generate hit events or generate overlap events for your blueprints? Also, you may need to change the Collision Presets from BlockAll to OverlapAll or Custom. With custom you can open the drop down menu and set the behavior of how your blueprints interacts with other objects of different types.

Cheers

Hi Thanks for the response

Either would be nice, I can’t generate either. I’ve tried custom as well as every other collision option. I’m coming to the conclusion that a static mesh can’t generate a hit or overlap event.Static mesh is the boundary, created from the original brush.

Can a pawn generate an overlap or hit event or do they need to be handled by the level blueprint.

FYI, they all have collision boxes setup, I’ve made that mistake before.

Looking at your screenshots, are you trying to get the hit/overlap events to trigger from the box surrounding the four squares or from the squares themselves?

The box, the squares themselves are mearly there for visual purposes, once the hit result is generated. Either it hits the bottom or another block it will destroy the pawn and replace those blocks with a new blocks that will be like the not interacting blocks in Tetris.

I’ve included the 2 events I’ve setup.

Hey Zedrophobe-

Make sure that Generate Overlap Events checkbox is checked. Click the drop down arrow next to Collision Presets for the box and check what “Object Type” the box is set to. Set the Collision Presets to Custom and make sure that it is set to overlap for that type of object. This will trigger your OnComponentBeginOverlap when the box first crosses another box. If you are going for a Tetris-like game you can disable gravity in World Settings and then update the Z position of the blueprint on tick so that it moves downward at a constant rate and then set it to stop when it reaches a given spot (bottom of the screen or on top of another box.

Cheers

Hi, not sure what I did or weather I got that lightbulb moment but I might have sussed it. See below picture.

18769-example+block.png

Has 3 boxes, each fires a Begin Overlap Event, however the bottom one doesn’t fire a End Overlap Event. I set the overlap option to trigger and this seems to work great.

This is what the left and right fire, I.e the bounds of the play area or if it hits something (untested on the other blocks at the moment)