# Beginoverlap and morphtarget for vehicle

**URL:** <https://forums.unrealengine.com/t/beginoverlap-and-morphtarget-for-vehicle/337076>\
**Category:** World Creation\
**Tags:** oncomponentbeginover, vehicle, unreal-engine, Blueprint, question\
**Created:** [October 31, 2015, 6:13pm UTC](https://forums.unrealengine.com/t/beginoverlap-and-morphtarget-for-vehicle/337076 "2015-10-31T18:13:56Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_6a966be1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6a966be1](https://forums.unrealengine.com/u/anonymous_user_6a966be1)\
**Post date:** [October 31, 2015, 6:13pm UTC](https://forums.unrealengine.com/t/beginoverlap-and-morphtarget-for-vehicle/337076/1 "2015-10-31T18:13:56Z")

</div>

hi.  
I want to set morph targets for my vehicle visual damege  
i added 4 box collision to my vehicle( for front left, front right, rear left and rear right of the vehicle) and for each box added :  
an oncomponentbeginoverlap a timeline for playing the morph animation and a set morph target.  
problem: if one of the boxes collide with static meshes all morph targets will play it means that all boxes start to begin overlap !? and when the vehicle speed reach to about 125 kph all boxes begin to overlap!!!?  
for example if front left of the vehicle collide (overlap) with a static mesh all morph tagets will set and all sides of vehicle will deform.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_6a966be1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6a966be1](https://forums.unrealengine.com/u/anonymous_user_6a966be1)\
**Post date:** [November 1, 2015, 7:56am UTC](https://forums.unrealengine.com/t/beginoverlap-and-morphtarget-for-vehicle/337076/2 "2015-11-01T07:56:24Z")

</div>

yes for all box collision shapes multi body overlap is true

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_6a966be1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6a966be1](https://forums.unrealengine.com/u/anonymous_user_6a966be1)\
**Post date:** [November 1, 2015, 1:39pm UTC](https://forums.unrealengine.com/t/beginoverlap-and-morphtarget-for-vehicle/337076/3 "2015-11-01T13:39:21Z")

</div>

![65105-bp.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/4/c/b4cd7a190c1180f6fb37afa71068894671702c7b.jpeg)

 ![65106-viewport.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/4/5/645026c8833039f14b8aad4cb23feb4c8382e4c3.jpeg)

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_6a966be1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6a966be1](https://forums.unrealengine.com/u/anonymous_user_6a966be1)\
**Post date:** [November 11, 2015, 3:51pm UTC](https://forums.unrealengine.com/t/beginoverlap-and-morphtarget-for-vehicle/337076/4 "2015-11-11T15:51:50Z")

</div>

I use oncomponent hit and normal impulse and the problem is solved.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_15c6e1cb](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_15c6e1cb](https://forums.unrealengine.com/u/anonymous_user_15c6e1cb)\
**Post date:** [January 5, 2018, 11:51am UTC](https://forums.unrealengine.com/t/beginoverlap-and-morphtarget-for-vehicle/337076/5 "2018-01-05T11:51:55Z")

</div>

I want some help here I’m doing something similar but I’m not able to activate morph target on overlap. Basically I just want a cube attached to the main car body that set the morph value to 1 on being overlapped(Car collided with obstacle) How to do that? I’m bit new to UE. Please help me out.
