How can a trigger volume only fire with certain component overlapping?

I have several components on my character blueprint for object detection, and adding trigger volumes in the level is an issue. The trigger volume fires whenever any of the components overlap the trigger volume. How can I have it ignore components other than the capsule component? Would it be better to use a line/capsule trace by channel and how would it work to ignore the other components?

you could use a component overlap event or use the collision channels so that certain things only overlap certain channels. also you could try finding overlapping components by comparing a specific component to the overlapped components as shown below. however i imagine there is probably a better way to go about whatever your looking to accomplish.

the method in your image doesnt seem to work anymore(cannot find on actor begin overlap, only event actor begin overlap) and the new one doesnt have overlapped actor. how can we fix this?

You have to first click on your triggerbox and then create the node. Notice Thompson’s overlap node has (Triggerbox).

i cant see “on actor begin overlap” (i selected my triggerbox, tiped in the search with context and without contect, nothing shows up). I dont see the green things with the pluses on the right for the events, so i thought tis because im using a triggerbox , tried making a new actor, but i still cannot dfind “on actor begin overlap” Closest thing i found was Bind event on actor begin overlap, and ""event actor begin overlap, but like i said i cant really get the 3rd hook from that one.

I started a blank project. Dragged a trigger box into my scene and selected said trigger box. I moved over to my level blueprint and then right clicked on the graph. These are my options. Where are you trying to perform this operation?

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ahh, it was the level blueprint…ok i see it now . i wanted to use it inside of the trigger bp or ActorBP itself.(because my issue is i have a huge sphere collision to detect when enemy is in radius to make my character go from walking to running(alert mode), but that sphere collision is creating all sorts of overlap events before my character even reaches the point since its so big(while i wanted to use my actual small capsule component for triggers, objects etc). Anything equivalent i can use inside an actor itself?

Okay, after further investigation of the question, this is what I have come up with. The graph on the right represents two methods in which you could perform the operation you are attempting to achieve. Note that this is done in the Character blueprint. I simply created a box collision, renamed it to triggerbox, selected the component, and then right clicked on the graph to grab the ‘on component begin overlap’.

Regarding Multibody Overlap, if you wanted to take action on each “component” that overlaps this triggerbox (Good for when you have two or more components overlapping in one instance). This selection will help you achieve that effect.

thanks!!!

You’re welcome (:

in a actor you would use collision volume (box, sphere, capsule). you said trigger volume hence why i used the level bp. trigger volumes only exist in the level and not in individual actors, collision volumes can however exist in actors.

I was confused at first too!