Begin/End overlap issue

I have a similar problem as this guy had back in April:

Both Begin and End overlap checks triggers multiple times when I cross over to the trigger volume or Component in a BP.
Though, I only get this problem when the volume/component is big.
Its like a float range issue. The trigger volume is 1.6 km wide.
If I reduce the trigger volume to 1 km it works just fine and the limit seems to be around 1.2 km.

BP: http://puu.sh/bpLxr/71af0d3285.jpg

1 km TV: http://puu.sh/bpLFS/85ffa48126.jpg

1.50 km TV: http://puu.sh/bpLLh/4229ed0061.jpg

My goal is to replace the Landscape with a Static mesh when being you are far away so you don’t need to have it in the memory. Maybe there is a better way to do this than a trigger volume?

Hi tsuzumi,

Does this occur on a clean project with no additional content? Additionally, what specifically happens that is in error?

Hello

I created a clean project. I then created a trigger volume that is 160,000 x 160,000 x 60,000 units big. I added a Begin and an End overlap event to the TV and connected a print screen to them. Same thing happens.

What happens that, at least in my opinion, is in error is that when entering a big TV (the limit seems to be somewhere between 50,000-100,000) both the Event Begin and End overlap will trigger multiple times, both when entering the TV and when leaving. Compared to when its smaller and the Events only trigger once, Begin for entering and End for leaving.

Hi tsuzumi,

Do you have any other objects that are overlapping the trigger or have you made sure to make the trigger only respond to specific types of overlap (pawn, static mesh, etc)?

There is static meshes and lanscapes, but I tried with Pawn only overlap collision. No difference. Same when I made sure only the player got into the TV.

As the result change depending on the size of the TV I don’t think its BP related but maybe something with float value round off (what ever it is called).

Did you try my setup? Did you get the same results?

Hi tsuzumi,

I tried to replicate this but did not see the same results you are describing. Try adding this in your function and add the tag “Player” to your player pawn BP:

14949-9-9-2014+2-31-20+pm.png

Did you really replicate it 100%? A 1.6KM x 1.6KM Trigger Volume?

Because I had a friend try it and he got the same.

I made a simple level with a setup that give me the problem.

Test level

I tried what you suggested and it seems to worked as intended. Though the problem isn’t what happens after it is triggered, but why it triggers multiple times when crossing the edge.

Ok I’m now a bit confused. Is the trigger repeatedly occurring when you step out of the triggerbox then step back into it? If so that is intended functionality. If it is repeatedly firing while you are still inside the trigger box that is not. If the prior situation is true, try setting a “do once” node on your begin overlap, so that it won’t trigger again the next time you go into the trigger.

Both Begin and End triggers multiple times (random between 1-10 times) every time I step inside and outside the volume, each tick. It does not keep triggering after these first few times as long as I don’t cross the edge again.

I believe it is intended to only trigger once per entering for Begin and once for leaving for End. Right?

yes and I do see what you mean with this project. Try creating the trigger volume in an actor blueprint then manually place it in the level instead of calling it via the level blueprint. See if that does the same thing? This may be isolated to level blueprints, which will make it easier to figure out what is occurring.

If you mean Box Component for Trigger Volumes in Blue Prints (I can’t seems to find anything else) then its the same effect.

Did you try the level I linked? (I promise that I didn’t send any viruses, at least none I know about.)

Hi tsuzumi,

I was able to reproduce this on my end and I have entered in a bug report to be assessed by our development staff. Thank you and have a great day!

Alright, thank you for your time!

I really hope this can be fix quickly, though I have a feeling that it might be hard to fix.

I just wondered if there is a way to track bug reports. Like to get a message when its fixed so I know when I can start to work on this part of the project again.

It may be, what could be an option is creating several smaller volumes to encompass the space you need, each of which plugs into the same function.

Unfortunately we don’t have anything like that currently, though I believe there are some ideas in the pipeline that are being assessed. The best option is to check the build notes (located in the announcements section of the forums at http://forums.unrealengine.com) for more information about changes or fixes going into the new versions of the editor.

For whatever it’s worth, I am also having this same issue in my current project with a much smaller volume. I have it set up with a tag to check for the player and all, but it just switches between BEGIN and END constantly, but only if there’s some kind of input given when in the volume.

@,
Hi,
Does this issue have been addressed in 4.7? What’s the ticket #?
I’m seeing something like this in 4.6.1 and I raise a thread here with my explanation:

Thanks,

Hi ,

This is still being assessed by the development staff for a viable solution. I unfortunately do not have a timeframe of when a fix will be available. The bug report number for this is UE-7000.

I apparently gave you the wrong report number, though it is a related error, the actual bug report for this specific issue is UE-3638 and has been updated with the information you provided. I am posting this on the other thread as well.