Component Overlap Actors how does this work

I am trying to place object(static meshes down at run time) to add some randomness to room objects. the way it works is simple The room object spawn in at run time. It places a chair, ball, cube, lamp or whatever. Before it places the instance of the static mesh it should check to see it the mesh is overlapping another mesh. if it is it should select another location.

I thought I could get it with Component OverLap Actors function (I have been debugging so my BP is a mess right now)

(All the connection do seem to appear in the screenshot upload)
Anyway. I can never get this function every send any other than false even when the instance static mesh will/does overlap a previous place mesh

So how does this function work?

Same here.
I trigger this function with an EventTick.
Component = a Shape/Sphere (Collision Preset → Overlap All)
Object = Enum/EObjectTypeQuery/PhysicsBody

Result is always:
OutActors == none
Return Value == false

What am I missing here? What is this function intended to do?

Thanks in advance for any answer.

Same problem, always returns false. Some object type settings will return true on overlap with certain actors, but it’s rare and doesn’t appear to follow any real logic as to which ones are affected.
As an example, I could set it to physicsbody, and one physicsbody would register true but most would not.

Any news on this? Seems pretty important if nobody knows how to use a functin like this. Thanks, -X

Check out this youtube tutorial :slight_smile:

Collisions can be tricky sometimes making sure all of your setups are correct on all your static meshes and blueprints etc.