I did exactly that (only difference OnComponentEndOverlap.AddDynamic) and still can’t print when my pawn overlap it! This is the function I wrote in the .cpp
I have no idea how to make this work so far!
void ACheckpointActor::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT(“Overlap End”));
}