Begin / End overlap firing same time

Try opening the mesh, removing collision, and adding new collision. Sometimes collision bounds are somewhat incorrect with exported meshes.

This seems to be a problem only when I create a custom FBX mesh and then export to Ue4: it will fire off begin overlap, and then immediately fire end overlap right afterwards.

I’ve created two custom collision channels and have Ignore on everything except the box on the character and the custom mesh collider just to be 100% sure nothing else is at play here, still a problem. It works the second I switch out my custom mesh with Ue4 box or sphere collider.

I’m printing begin and end overlap, and they both fire one right after the other. I can get around this by playing with turning collision on and off, but I’d rather not jump through hoops just to get something this basic to work. I use Use Complex Collision As Simple.

Any ideas?

Sorry, I forgot to say that I use the Use Complex Collision As Simple option. If I use Ue4’s generated collision bounds, it works fine indeed.