Begin and End overlap has lag time

I have capsule collision component.
When my actor walks into the capsule rang there is a lag before the even executes.
Also when i leave the area there is another lag before the end overlap fires.
Is there something i need to do to make these instant?
Thanks

How do you know there’s a lag?

Well i know where the capsule starts and so when i move my char into that area there is a few beats before the message that should appear straight away appears.
Also after it does appear i can walk quite far from the capsule before the message disappears.
I can only interpret this as a lag before my action and the begin and end overlap actions being fired.

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End overlap won’t occur until the whole capsule is outside the volume. Does that explain it?

Possibly let me juggle with the collision box sizes.

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One thing you can do is, make them both not ‘hidden in game’. When the overlap occurs, press F8 and take a look at the position of the capsule. I think you’ll find it’s ok.

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Unfortunately that’s not sorted it.
First pic is inside area with no message. Second picture it after the message appears. Third picture shows me well outside the capsule and the message is still visible.



That could easily be your code, this is not a controlled test :slight_smile:

If you really want to know, just put a list of overlapping actors on tick in the player, then you can see.

I will try that. Thanks

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The most “lag” you will get from a basic setup (overlap → print string) is firing start of next tick. Anything more than that points to something else eating frame time. Loops will do this easily.