Collision Problem (Static Mesh with Character)

Hi guys,

i have a problem regarding an overlap Event with a Static Mesh and a collision sphere attached to my Characters socket.
The Mesh is a static Mesh with a sphere collision. This should collide with the sphere attached to my characters right hand socket. The collision of the characters sphere is set to “overlap all”.
Then i’ve created a blueprint of the static mesh with an overlap event and compare that to the characters collsion sphere. Once it collides, it should destroy the static mesh.
The problem is, everytime it collides, it fires up a false condition.
Any idea what i do wrong?

Here is my Blueprint script:

I’m not 100% sure if that’s the issue but try to do the cast after your “Event Actor Begin Overlap” instead of begin play.

Not quite sure how blueprint handles this.

But more importantly you are using “Event Actor Begin Overlap”. This results in the actor which begins to overlap. Not the component. This basically means it will only result in true in your case if you directly plug in your character of the cast. You can not use anything else.

To get the check against a component use the “OnComponentBeginOverlap”. Now that’s a little hidden unfortunately. Get your collision component (of your mesh) in your graph, pull out a wire and search for “event overlap”. This time you will only see “Component Overlap” events which trigger each time a component begins to overlap and provide you with “Other Component” instead of only “Other Actor”.

I hope this helps.

Cheers :slight_smile:

There should be one right below the voting arrows of my answer.

First of all could you use the comment system? Answers clutter this very quickly.

Have you tried a different browser? Or are you online via mobile?

the comment system was also not available. i found the bug after trying other browsers. the problem was, that my language was set to german. when switching to english, i had the comment function and the correct answer button. very weird… thx for the help again

Oh wow. I just tested it and this is indeed quite a major bug. Thank you for pointing that out! I passed it on to the guys from epic and it will hopefully be resolved soonish.

Thanks again and good luck with your project :slight_smile: