Overlap not working & editor memory leak?

I am creating a basic rocket launcher and have the projectile move with Set Actor Location (Sweep) every tick. I am checking if it is colliding with Begin Overlap (Overlap All) but it is only detecting collision with the player and nothing else. I am confused about this as I have done this many times before and the only difference seems to be that I am now using 4.14.3 instead of 4.11.2.

Since changing to 4.14.3 I have also noticed that Unreal does not free up used memory upon exiting in editor play. This is causing me to have to close and reopen Unreal after a large amount of in editor play tests.,Im

You should try using an array of actors you want to test collision against for your projectile. Once the array is set up you can then proceed to make a for each test with “is overlapping actor” instead of “begin overlap”. However this needs to be initiated by an “event tick” node and thus uses a bit of memory.

Yet another alternative solution would be to test for “hit” event against the actors you want to rocket down. This is how it’s done in most shooters so IMO it’s the simplest way. In case of further problems I advise you to include some visuals of your blueprints to make answering your concerns easier.

Best regards, Khannarc.

Why not use 4.16? If this really is a bug then they most likely have fixed it by then. No sense in trying to fix something that could’ve already been reported and patched in later versions.

My uni is still using UE 4.14, so I will have to convince them to upgrade. I will duplicate the game and try myself to see if that will help then proceed as you have recommended.

What’s a uni? And yeah, give it a go. If it does end up working, then just the more reasons to convince the upgrade!