# Actor BeginOverlap only returning one call

**URL:** <https://forums.unrealengine.com/t/actor-beginoverlap-only-returning-one-call/1772353>\
**Category:** Blueprint\
**Tags:** casting, unreal-engine, Volumes, Collision, Blueprint, question\
**Created:** [March 26, 2024, 1:24am UTC](https://forums.unrealengine.com/t/actor-beginoverlap-only-returning-one-call/1772353 "2024-03-26T01:24:09Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Wolflynxit](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/wolflynxit/32/904400_2.png) [@Wolflynxit](https://forums.unrealengine.com/u/Wolflynxit)\
**Post date:** [March 26, 2024, 1:24am UTC](https://forums.unrealengine.com/t/actor-beginoverlap-only-returning-one-call/1772353/1 "2024-03-26T01:24:09Z")

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![rhssrh](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/d/6/fd6f28c8a6652506e54e6633f000b48d6edc90cb.png)

I am unsure why this doesn’t work. What I am trying to do is have it so when one of the player-volumes (2nd pic) overlaps within the larger volume (WaterVolume), it returns a true or false that set’s a player-variable boolean within the main player bp.

 ![awfafs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/9/e/79e670587952a8cb8940d14f55d1f2dd502cd337.png)

As it is, only the bottom (partial) returns a true statement, but ‘Fully’ returns a false statement. It seems very logical and sensible to me to use this system to differentiate whether a water-volume has reached a point where movement would, realistically, be slowed, and to where the player is basically fully submerged (to properly introduce oxygen, state if a diving suit is not being worn, etc etc) .

Of course I had planned on having separate collision volume for the head, chest, etc - but I would love to find a way to fix this before introducing new issues.

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**Author:** ![Rev0verDrive](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rev0verdrive/32/907214_2.png) [@Rev0verDrive](https://forums.unrealengine.com/u/Rev0verDrive)\
**Post date:** [March 26, 2024, 1:37am UTC](https://forums.unrealengine.com/t/actor-beginoverlap-only-returning-one-call/1772353/2 "2024-03-26T01:37:15Z")

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Don’t use the water volume to trigger. Have your collisions on the pawn trigger.

Use a small sphere collision at the waist and one at the head.

Use Begin Overlap for both.

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**Author:** ![Wolflynxit](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/wolflynxit/32/904400_2.png) [@Wolflynxit](https://forums.unrealengine.com/u/Wolflynxit)\
**Post date:** [March 26, 2024, 3:46am UTC](https://forums.unrealengine.com/t/actor-beginoverlap-only-returning-one-call/1772353/3 "2024-03-26T03:46:45Z")

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Worked perfectly thank you.

I do wonder, however, as to why the prior didn’t work - my guess is that it has to do something with the sequence of executions - whatever the reason, this works perfectly.

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**Author:** ![Rev0verDrive](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rev0verdrive/32/907214_2.png) [@Rev0verDrive](https://forums.unrealengine.com/u/Rev0verDrive)\
**Post date:** [March 26, 2024, 4:37am UTC](https://forums.unrealengine.com/t/actor-beginoverlap-only-returning-one-call/1772353/4 "2024-03-26T04:37:51Z")

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Your initial approach flopped because the character is the Actor that overlapped. You were expecting a component to actor overlap.

Now if you added (attached) another actor to your pawn that had a collision, then that would’ve fired twice in the volumes code. One for the Pawn actor and one for the attach actor.

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**Author:** ![Wolflynxit](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/wolflynxit/32/904400_2.png) [@Wolflynxit](https://forums.unrealengine.com/u/Wolflynxit)\
**Post date:** [March 26, 2024, 4:49am UTC](https://forums.unrealengine.com/t/actor-beginoverlap-only-returning-one-call/1772353/5 "2024-03-26T04:49:35Z")

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Thank you for the clarification.

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [April 25, 2024, 4:50am UTC](https://forums.unrealengine.com/t/actor-beginoverlap-only-returning-one-call/1772353/6 "2024-04-25T04:50:20Z")

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