Sphere colliders of 2 actors from the same blueprint not detecting actor overlap. What's going wrong?
I have one blueprint called GoPoint that has a sphere collider attached to it as one of the components. This blueprint has been duplicated twice indicated by the two green circles in the screenshot attached. The GoPoint is an actor and the problem I have is that when I use "Event ActorBeginOverlap" neither GoPoints detect each other although the collider is overlapping. What am I doing wrong? Is it impossible for the same blueprint to communicate with its twin perhaps?
Thanks in advance for any assistance you can provide.
EDIT: I should note that there is no physical object attached to the actor, only their colliders. Is this a problem? The white circle you see is just a visual cue from the engine, it is not rendered in game. Thank you.
Make sure you have the collision settings right. You need to enable collision (Query only if you're not using physics, Query and physics if you are). Then you need the collision channels to match. For one component, the object type of the other must be set to "overlap" and vice versa.
For a step-by-step, there are plenty of resources explaining this, including video tutorials. Just do a search. I did a quick check and found this (https://www.unrealengine.com/en-US/blog/collision-filtering). It looks like it lays out the basics.
answered Dec 22 '17 at 01:42 AM
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