Hey there, I’m trying to make an actor that has two collision spheres. The smaller one (root component) handles collision, and the larger one handles overlaps. When I try this only the root sphere triggers overlaps, even when it has “Generate Overlap Events” unchecked. Stranger still is that if I enabled physics on the larger sphere then suddenly things work as expected, but this allows the spheres to separate at runtime which breaks the design. Is this a bug with Unreal or am I doing something wrong?
This is (afaik) normal behaviour, as only the root component can collide/overlap. This is a problem I ran into when working with the character class. I’m not sure what happens if you have the default root component as root and the two collision spheres as children, but I would try that.
Ok, so I figured it out. The issue was being caused by a toggle called “Auto Weld”, which can be found by expanding the Physics section. I unchecked this for the OverlapRadius and now it works exactly as intended.
For those interested, the tooltip for Auto Weld reads, “If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root”