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Editor mode: overlapping collision events not fired

I would like to use overlapping events in editor mode for implementing my own game tools. I dont know if my implementation is wrong or there are just no "in editor" overlapping events? Is it possible to receive overlapping events in editor-mode?

The overlapping components are based on meshes and are children of the same actor - are there any restrictions about collision filtering (has to be different actor or something)?

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asked May 10 '15 at 10:33 PM in C++ Programming

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Quis
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2 answers: sort voted first

Hello, Quis

Sorry to hear about your problem. Please, however, note that there are different ways objects can interact in Unreal Engine 4. In particular, setting Actors to Overlap may often look like they Ignore each other. Also, in the situation when one object is set to overlap another, and the second one is set to block the other, the overlap will occur but block will not.

If you like to learn more about the ways Collison is handled in the Engine, please go here:

https://docs.unrealengine.com/latest/INT/Engine/Physics/Collision/index.html

https://docs.unrealengine.com/latest/INT/Engine/Physics/Collision/Reference/index.html

Hope this helped!

Good luck!

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answered May 11 '15 at 08:04 AM

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Andrii Melnyk
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avatar image Quis May 11 '15 at 07:48 PM

I read a lot about how collision works and i think i understand the mechanics. I've successfully used collisions in play mode but i need the collision in editor mode. It seems in editor mode there are no collision overlap events fired at all?

avatar image TK3D May 14 '15 at 12:24 PM

I think you could create your own function for checking for overlap/collision in the construction script. That way, everytime you move your objects in the editor, your custom events fire. Is that what you need?

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Collision seems to be disabled for selected components/actors at all. I'm ended up using ray traces and make sure the component traced is not selected in editor mode.

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answered May 12 '15 at 10:02 PM

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Quis
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