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OverlapMulti producing error

I'm trying to use OverlapMulti to generate an array of hits, then use a for loop to build an array of the actors from those hits (so I can use the editor to visually verify that the correct objects are being detected and returned). However, this is producing a boatload of errors:

error C2440: '=' : cannot convert from 'TWeakObjectPtr' to 'AActor *'

error C2653: 'overlaps' : is not a class or namespace name

error C3861: 'Num': identifier not found

The first error, in particular, is what really has me confused- I thought I was comparing a pointer to a pointer, so there shouldn't be any problems.


     // Sets default values for this component's properties

     void SenseStuff();
     AActor* myActor;
     TArray<FOverlapResult> overlaps;
     TArray<AActor> actorArray;
     // Called when the game starts
     virtual void BeginPlay() override;
     // Called every frame
     virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;

And the relevant function from CharacterPerception.cpp:

 void UCharacterPerception::SenseStuff()
     //TArray<FOverlapResult> overlaps;
     AActor* Origin = this->GetOwner();
     float Radius = 150.0f;
     if (Origin->GetWorld()->OverlapMulti(
         //output list
         //origin location
         //origin rotation
         //collision channel
         //collision primitive
         //collision parameters
         for (int i = 0; i < overlaps::Num();){
             actorArray[i] = overlaps[i].Actor;
         GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, "I see you!");
Product Version: UE 4.8
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asked Jun 18 '15 at 02:57 PM in C++ Programming

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