I would like to create a Blueprint class based on the sphere collision component so I can package the functionality for the overlap events to use across many actors.
If not, I can package the functionality in an actor component, but how can I get a reference to a specific sphere collider from an actor component? When I add a variable in the component of type sphere collision object ref I can’t seem to select the sphere collider on my actor.
Hi EricMChavez,
Yes you can subclass the “Trigger Sphere” object:
When you’re wanting to add the overlap events, you may need to drag the "Collision Component onto your blueprint and select it before you see the “Events (+)” in the details panel:

Thanks, but I can’t add a trigger sphere to my actor.
I’m trying to define the hitbox for a “socket” so that when the player shoots an energy ball projectile, it will call a powerOn() function on whatever actor it is parented to. I would like to make many different actors which have power sockets and actors which have multiple sockets. So it sounds like it should be a component system, but components don’t seem to be able to have colliders for some reason.
You could make a Blueprint Component subclassed from USceneComponent or UActorComponent that constructs one.
I ended up creating a system with Components I call “DropIns” for lack of a better name, the actor that you’re wanting to have the hitbox initilizes all “DropIn” components attached to the actor (I have a base class that does that, but you can just call it from your actor)
The Init in there basically just sets a “Parent” variable pointing to the Actor it’s being attached to.
Then the DropIn Component can add a HitBox to the Actor by calling “Parent->AddComponent” - in this case a SphereCollision:
