Overlap events not firing till Actor is selected in editor

I have a player object which is moving and checking for overlaps when it does so. However the overlaps are always 0 until I depossess the pawn, click to select it and then immediately it will work for the rest of the PIE duration including if I repossess the pawn and move around. Is there something I need to do to make these overlaps work? It is not overlapping anything when it spawns and I just do a

BoxComponent->GetOverlappingActors(overlaps);

to retrieve the actors. It’s as if the editor doesn’t remember to check for overlaps until you’ve selected the object once :P.

This was actually me not using the ObjectInitializer to spawn the component that was colliding and therefore UE placed it at world origin (even though it was attached). Somehow selecting the object reset the relative position of this object and that’s why it started working.

Moral of the story, use the darn FObjectInitializer :stuck_out_tongue: