Is it ok to use Static Mesh objects for overlap triggers?

So I have an unusually shaped volume that fits around a series of connected ladders, and I want the player movement to switch to flying when inside those volumes. In 4.7 and 4.8 I used a static mesh object for this volume and made a simple BP that detected BEGIN OVERLAP and END OVERLAP, and modified player movement accordingly. Now in 4.9, the same object/blueprint doesn’t work. It detects the BEGIN and END triggers simultaneously.

I’d really like to know if this is a bug, or if there was some decision made to prevent static meshes from being used this way. The shape I need my volume in is impractical to be created with box actors…

Did you convert the project from 4.8 to 4.9? A bunch of people have been saying Events are kinda buggy when they have converted.

Yes I converted my existing project. I also started a new project from scratch, just to test this issue, and I got the same results.

Hey Hyersapien-

Rather than using a Static Mesh object it might be easier to use a Trigger Volume from the Modes panel. After placing the volume in the level and with it still selected you can created a reference to it in the level blueprint and set your begin/end overlap events for the volume. Another option would be to create the begin/end overlaps in the character, then from the overlap node use the Other Actor pin to cast to trigger volume in order to make sure it is overlapping the correct object before preforming any action. This is particularly helpful if you plan on using the trigger volume in multiple places/levels so that you don’t have to specify behavior for each individual volume.

Cheers