Get overlaps in editor via blutility?

do overlaps only occur at runtime or is it possible to get overlapping actors in the editor via a blutility?

i was playing around with blutilities (events that can be run in the editor) and also with making a tile grid based level, during this process i decided to try to make a blutility that can change the value of variable on every tile in the level based on if the tile was overlapping a actor of a class not matching the tile. so basically set a bool to false is the tile is being overlapped by a non tile actor. i first created a script on the tile that would execute at runtime and that worked without issue, but when i made a bluetility to do the same thing except in the editor non run time, no overlaps were generated.

i may have my definition of blutility a bit off but the main point here is do overlaps only occur at runtime.

I 'd like to know it too, I tried to use primitive component ComponentOverlapMulti function, but still no luck to detect overlap in editor. Does anyone know the answer?
I am developing a plugin that can spawn some mesh actor in editor, but I need to avoid overlap.

just a update for anyone in the future. i did find something of a solution in the nodes like box overlap actors (theres others that are similar such as sphere, component, etc). this allows you to get overlapping actors in the construction script.

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Another thing to note, the actors you want to find via this overlap must have a physics collision shape. So it won’t find, for example, Static Mesh Actors with no imported or auto-generated collision primitives.

I think you can approve your own answer :slight_smile: