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Detect collisions during Editor

Is there a way that I can set up my class (from AActor) to respond to collisions during the editor-mode, as in not PIE or simulate?

I have delegates on OnOverlapBegin / OnHit, which work fine in PIE/Simulate, but I want them to trigger as well when I'm just using the editor.

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asked Jul 11 '16 at 04:45 PM in C++ Programming

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Jayae
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As far as I know, to run code in editor you need to use Blutility (in Experimental tab) https://forums.unrealengine.com/showthread.php?1954-TUTORIAL-Blutility-Running-Blueprint-functions-inside-Editor But there might be easier way to do this, why do you need it?

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answered Jul 11 '16 at 04:54 PM

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Nevermore
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avatar image Jayae Jul 11 '16 at 05:00 PM

Hi, thanks for replying.

From an editor plugin I'm making; I add a number of my actor class to the world and I want them to detect collisions with each other.

In case that wasn't possible, I'm also looking at how to enforce the use of my plugin only during simulate. But the actors which get spawned don't appear in the world outliner or in the simulate viewport until I stop the simulation.

avatar image Nevermore Jul 11 '16 at 05:06 PM

Did you try getting overlapped actors/components in construction script? Similarly to https://answers.unrealengine.com/questions/273589/need-to-access-overlap-data-in-construction-script.html

avatar image Jayae Jul 11 '16 at 05:09 PM

Hmm, I'm looking for a C++ solution though for detecting the collisions of my actors after they are spawned, and when via C++ I move them.

avatar image Nevermore Jul 11 '16 at 05:17 PM

you can use construction scripts in C++, just override

 virtual void OnConstruction(const FTransform& Transform);

and then use GetOverlappingActors

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