Actor never detect overlapping

Hi everyone.

I’m trying to do something similar to a portal mechanics. With keft button mouse you create the actor “BP_Portal1” and with the right mouse button you create the actor “BP_Portal2”. They create correctly but the problem that I’m having is that they never detect overlapping with player to make the teleport. I have set breakpoints in the overlapping events before anything else but they never fire.

If someone can take a look at it, here you have: https://drive.google.com/open?id=1-nk2BpRJzC2-z1j4gtXyaoY4esTGVntQ

Hey, make sure you have “generate overlap events” ticked on your other actors that you want to overlap with.

Yes, they have it activated. The portal mesh inside the BP_Portal0X has it activated and the same with the FirstPersonCharacter capsule component.
So I’m trying to detect overlap with the BP, it should detect Overlaps with any of the components of itself or not?

It doesn’t have any collision component. I just added a box collision but there’s no difference

Does your portal have collision? Can you add a box or capsule collision to your BP_portal, and try it again?

For something to overlap, it needs to have a collision component. However, i’m not sure why its not working after you add a box collision to the portal.

On your BP_portal event graph, can you add a the event “On Component Begin Overlap (box)” and connect a print string to it? just to see if it is caused because it is being handled in level blueprint.

Oh, i hope i didn’t misunderstand, those overlap checks you have on the level blueprint are instance-only. Notice how it says (portal1).It means that only the portal1 you have that you placed in your map overlapping will trigger that event.

So if you create a new portal in-game, your level blueprint needs to have another event for that new portal, and while it is possible (by getting all instances of class), it is very inefficient.

I recommend you to use the actor blueprint instead, so every instance of your portal checks if itself is overlapping, instead your level checking every portal and checking if they are overlapping.

Thanks, I finally solved it by this way at the same time you were writing. Thank you for the Help! :wink:

I was trying that right now haha. So if i check the overlap inside the BP_portal event graph itself, theres is no problem, the breakpoint fire on overlapping.
The thing is, if I place the portal in the level manually it detect overlapping too. So the problem comes when I create the portals through the FirstPersonCharacter_BP but doesn’t know why

No problem, happy to help ^^