Overlap events suddenly not working after update

HI

Nothing wrong with posting a video of an Issue, Just respectful with what you say or type.

I have posted a ton is videos of stuff I could not figure out. Helps a little more.

I would just past up to 5 pics of you script.

Then a little video maybe with it working one way, and then not working the other.

May help for sure.

Hi

Also have you put Print Strings in to make sure it is not firing?

So we just recently updated our project from 4.7.6 to 4.8, and after the update (and solving a lot of issues we had because of changes in the engine) I discovered a most disconcerting bug: for some reason, an actor’s BeginOverlap event isn’t triggered anymore unless the EndOverlap was called for the previous overlapping . As an example, in the game I’m working on, I have a weapon floating in place for testing purposes. When the character spawns, a pistol is automatically given to them. Here’s where the problem begins. I have another pistol floating available, and if the character overlaps with a weapon that is already in their inventory, it’s supposed to give a certain amount of ammo and destroy the floating pistol. This worked perfectly under any condition in 4.7.6, but in 4.8, unless the MyCharacter instance is the first to overlap this floating weapon, nothing works (because it’s all tied into the character’s events). So, if you walk backwards into the floating pistol, it disappears like it’s supposed to, but if you’re aiming the pistol you already have and walk forward into the floating one, the BeginOverlap event in MyCharacter isn’t even called. Nothing whatsoever happens in MyCharacter.

I realize this is likely to be ridiculously confusing, and I really don’t know how better to describe the problem. I can’t share the source for the game, and I don’t know that I would even be allowed to post a video of the problem. If there’s anything I can do to further clarify the problem, let me know so I can put enough information together to make a proper bug report.

EDIT: Here’s a video demonstrating what’s actually going on. Hopefully that clears things up. If I need to post anything else, let me know (hopefully the blueprints I showed in the video will be enough).

Hopefully that’s an acceptable link.

I went the break point route to show that, but yes, the principle was the same. The break point wasn’t triggered in the one way but was in the other.

And I don’t know if I can post a video because it’s not my game. I don’t quite know how much would be too much shown for the guy who owns the idea. I’ll see if I can replicate it in a new project or something. But that will have to wait for the morning.

Hey, I posted a video of the problem.