Overlap Event not working

I’m trying to make an overlap event occur that opens a level. The overlap should occur when a static mesh attached to a camera being moved by a level sequence overlaps a wall blueprint actor. I’ve tried everything from casting to a specific blueprint, to a ‘has tag’ boolean and a branch node.

Please see both screenshots.

Any help?

Right now you’re simply using the Actor that overlaps the trigger collision to cast to the Wall, while it may fail because the Wall casting doesn’t inherit from the actor.

You might want to double check if both Collisions are setup to overlap eachother (if one ignores the other, it wont work).

Well, I don’t see any reason they would ignore each other. I think the issue is because the wall isn’t inherited from the actor. Is there any other way to make the overlap only occur for the wall?

  1. is the collision box big enough to register that you overlapped? 2. Have you put a print string, and see if the cast actually fails? Or put a break point on the overlap to see if it fires?

Can you make a screenshot of the collision setup of the Wall StaticMesh and the collision setup of the actor you’re trying to collide with the wall?

So this is the blueprint for the wall. The mesh on the camera actor is tagged as “headset”. I don’t see why this isn’t working.

Ok, I can see what is wrong, here is your first error. Your box is a solid mesh, your character is a solid mesh, they never overlap one another. They can hit one another but not overlap. In the firs picture you can see my wall. It has its cube, and then a box collision which is a sizeable chunk bigger than the wall. That way I can overlap the box collision and not the solid wall.

Your 2nd is debugging, you didn’t listen so I’m going to show you this, because these simple things help find out what is going on in your code the first picture I am right clicking on the event overlap box and setting a “break point” What this means is when this is executed it is going to freeze the game and show it to me in blueprints showing it fired. The 2nd shows the red dot in upper left hand corner indicating break point, and finally a print string. Put a print string on the fail of the branch, maybe your name couldn’t be coming right. These two simple things can help you tremendously in debugging and finding what is going wrong.

I’ve already tried all those as well. The breakpoint doesn’t do much for me because the actor is also always overlapping a component in the pawn blueprint. I’ve tried the print and it never actually does any collision, so it constantly shows failed.

Okay, well I knew I wasn’t crazy. I was doing the overlap correctly. It has something to do with the pawn. This is a vr game, so it’s reacting to the pawn’s origin and for some reason ignoring the assets connected to it. Whenever the origin passes through the collision, it triggers an event. I don’t know how to make it trigger from the camera it’s self. I’ve tried adding a box collision (yes the object has it’s own collision, but this was just to make sure).

Ok so I just tried your setup, and the problem is when you overlap. It is failing to find the reference, I casted to the wall the made overlap actor = from cast to wall, and it was good like this.