Begin Overlap event doing weird things

Ok. This is driving me completely crazy.

I’m trying to make a simple pickup, and when you touch it, it destroys itself. For some strange reason, the Begin Overlap event that I use to destroy the actor only works if the actor is rotating. See the attached screenshot:

2075-bp.jpg

That works perfectly. When I touch the actor, it destroys itself. Now, let’s disconnect that wire from Event Tick to Add Actor Local Rotation. Event Actor Begin Overlap stops working completely. Even if the wire is connected but the 3 axis of rotation are 0, it stops working too.

I’ve been using UDK for a long time and now I feel stupid for not being able to solve such simple thing. Maybe it’s a bug. I don’t know.

Anyone knows what is happening? Thanks :slight_smile: .

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That’s because that overlap event is called when the pickup overlaps something, not when something overlaps the pickup.

To do what you want, go to the Components tab, click the mesh (or collision shape) you have for your pickup, and in the details panel click Add Event: On Component Begin Overlap. A new event will be created in the event graph, plug it Destroy Actor (and delete the event you currently have).

Also, be sure that whatever component you’re using has collision (if it’s a static mesh), and that its collision settings have Collision Response: Pawn set to Overlap (also in the Components → Details panel, you can just change the collision preset to OverlapOnlyPawn).

(Hmm, looks like my previous reply didn’t appear, trying again)

That’s because that overlap event is called when the pickup overlaps something, not when something overlaps the pickup.

To do what you want, go to the Components tab, click the mesh (or collision shape) you have for your pickup, and in the details panel click Add Event: On Component Begin Overlap. A new event will be created in the event graph, plug it Destroy Actor (and delete the event you currently have).

Also, be sure that whatever component you’re using has collision (if it’s a static mesh), and that its collision settings have Collision Response: Pawn set to Overlap (also in the Components → Details panel, you can just change the collision preset to OverlapOnlyPawn).

Very strange… What type of collision/component are you using for the pickup? Is it a Character-based class that is colliding with it?

Thanks for the answer. I finally discovered the issue. I was doing some tests based on the side scroller blue print template. The problem is that the Capsule Component of the character had disabled Generate Overlap Events. I still find strange that, if it was disabled, still generated those events if the objects were moving. I did more tests, and sometimes the event activated once per frame as long as I was overlaping the object.

Anyway, I managed to solve the problem. Maybe this will help someone in the future.