Overlap not working between actors, Only on Physics enabled meshes

I am making a lift and I want to check when lift is at doors. So ideally I set up a collision box that on overlap with an actor should set a variable to true allowing doors to open. However overlap only triggers when actor in collision box has physics enabled, no other instances work. So what on earth is wrong here?

I’ve messed around with overlap settings on collision as well as actor colliding with collision box so I have no clue why trigger won’t register actor besides being a physics object…

Or is using On event overlap wrong thing to use in this instance?

Hey Defaultsound,

On Overlap should work fine here. Can you post some images of collision settings for each component involved in situation? Thanks!

Hey ,

So here is set up:

http://i.imgur.com/AV0FPyF.png

So this is door blueprint, it has a box component to check when lift is within overlap, this ensures lift doors only open when a lift is at doors. I am doing it this way since I will reuse doors on different levels, so regardless of where lift is at doors will only open when this is true.

So here are variables controlling that, an overlap event that sets a boolean to control whether or not doors should open.


So ideally when lift actor goes into overlap doors should be able to open.


But no… this is not working. I’ve tried messing with collision settings in both blueprints, even did exact settings as documentation says and still nothing… So perhaps I am doing something wrong?

Currently only way to get event to trigger was to set lift to have physics enabled. Yet this is no good since I need to lift to stay static and only move up and down.

I’ve set up a basic reproduction of this, and it works as expected for me. Do both your lift and your trigger volume have Generate Overlap Events enabled? Are you using 4.3 or a different version?

Yes both have generate overlap enabled, and I’m using 4.3.1.

Going to try again now and experiment and see what I am doing wrong.

What are you using to move Lift?

So I’ve been looking at how overlap works and I’ve discovered one thing.

It seems overlap only occurs when actor moves into collision rather than start off within collision. I assume this is correct no? If this is correct that answers why it is not working since lift starts off already within collision box.

Now I seem to only have an issue with ending overlap. This is not being triggered now.

As for moving lift I have a timeline that lerps between two vectors, this timeline is either played or reversed depending if lift needs to go up or down.

EDIT:

Okay so now End overlap just will not trigger, it does not make sense. I’ve got a test scene up and it triggers on begin, but it does no register end overlap. So now I am really lost haha… Could this be a bug?

EDIT 2:

Ah found something else out, overlap end only works if actor moves into collision then out again. Before I was simulating blueprint and manually moving actor in and out of collision with 3D widget, which worked for begin overlap but not for end overlap. That might be a bug.

Yes, as you’ve discovered, Overlap does not occur if Actors begin in overlapping positions.

End Overlap should trigger without needing to first move into collision, however. Does this occur for you in PIE as well?

I just checked, and it looks like Simulating is not triggering End Overlap. It does work in PIE, however.

Yes PIE works fine, however simulating did not work for End Overlap.

I think I may need to approach this in another way considering way Overlap works now, probably an oversight I made.

If my understanding of situation is correct, you probably don’t need to change too much. If Lift starts in front of doors and you want doors to be open when that is case, you can either do a Bool check based on up/down state on Lift itself, or perhaps more simply have door start in an open position. Doing a Bool check would make whole setup easier to reuse.

Otherwise, using Overlap method sounds like it should suit your needs, unless I’m missing something.

I’m going to enter a bug in our database for End Overlap not triggering in Simulate, though result shouldn’t affect feature in your game.

Let me know if you need any help getting it set up!

I just checked, and it looks like that’s already fixed internally, and should be working in 4.5.

Okay thanks,

It seems now I am only having issues with logic of lift, but that is a whole other issue.