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Check if actor overlapps after SetActorLocation

I'm spawning a room (ARoom) in the world. Then I set its new location:

 //Set the new room position
 newRoom->SetActorLocation(newRoomPosition);

Now I want to check if it overlaps with another room:

 //Check if overlapping
 TArray<AActor*> overlappingActors;
 newRoom->GetOverlappingActors(overlappingActors, ARoom::StaticClass());
 for (int y = 0; y < overlappingActors.Num(); y++)
     UE_LOG(LogTemp, Warning, TEXT("[%s] is overlapping with [%s]"), *newRoom->GetActorLabel(), *overlappingActors[y]->GetActorLabel());

But regardless if it overlaps or not, overlappingActors.Num() always returns 0. I have GenerateOverlapEvents enabled (Collision on the static mesh):

StaticMeshCollision

What am I doing wrong?

Product Version: UE 4.13
Tags:
staticmesh.png (10.8 kB)
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asked Oct 01 '16 at 09:52 AM in C++ Programming

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