I was able to inherit from trigger in UE3 with unrealscript which is why I was perplexed.
Glad it wasn’t just me. Yeah I’ve taken your advice and am using the box component instead Thanks for the code at the bottom too! I was going to link the overlap functions in Blueprints but your way seems a lot better!
I’m not sure I’m doing things The Right Way but I’m more comfortable in C++ than in Blueprints. So I adorn those callbacks with BlueprintNativeEvent and provide the default implementation in C++ but allow them to be overridden by modders.