Get overlapping actors returns nothing

Well, i can’t get actor with get overlapping actors, BUT i’ve set generate overlap events on both actors that i want to overlap and both of them have overlap all dynamic collision preset, and i don’t know what i have to do, because that’s all what is needed for actor’s to overlap, at least, i think so.

Thats correct. Do they overlap when you call Get overlapping actors? Is the Code executing? Bit more info would be helpfull.

Ensure that the World Dynamic collision is set to overlap for the actor. If it’s not, then Get Overlapping Actors won’t see the actors inside.

What if that is set and it still doesn’t work. Nothing returned from get overlapping actors from the actor or from components or from get overlapping components? All the settings are correct.

If you’re able to verify that the program does not see the actor at all (rig up a Get Overlapping Actor/Component to a Print String, You can also use a Break and see what the Display Name is). If the aforementioned method shows nothing, this is most likely an issue with the actor itself. Ensure that the actor has the proper collision settings and is in the proper collision group. (Pawn, Object, etc.) Make sure the Get Overlapping Actor/Component is looking for the correct collision group. Most often in my case, I’ve noticed that the game identifies the object differently than what I think the name is. For example, I may say - if the player is looking at “object”, the game may actually see “object_1” and so forth. I need to make sure I’m reference the correct actor.

My problem was that I thought Block would also generate overlap events. It seems block only generates overlap events in some cases where if the channel is set only to overlap it will behave as expected. I needed to switch back and forth between block and overlap for different situations and I was able to get the desired behavior.

I had this assumption as well until yesterday. Seems like an odd choice and the documentation was a little unclear about it, in my opinion. Blocking is only used by physics and traces from what I understand.

If you haven’t, you should look into custom trace and object channels. It’s in Project Settings under Collision.

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Yeah I will set up a custom channel most likely. I just could swear sometime in the last 3 years I read somewhere that said “block will also create overlap events” but there were no caveats.

Technically, block shouldn’t allow any overlapping at all. It should keep the blocked actor from entering the collision space, as if the player was walking into a wall. The events block can produce are “hit” events. You can find out what is blocking you, like when you shoot an item or send some sort of line trace.

This would only be true if both actors were blocking. If one is blocking and the other overlapping they can of course overlap each other. Reading the other comments explains all this.

Objects set to block will not always generate overlap events when overlapping with non blocking actors (even with generate overlap events ticked). You can switch the behavior or create s custom channel to get overlap events.