Hi, I’m trying to extend functionality of a collision component (sphere). But I can’t find it in the list of blueprint classes.
Hi,
Hope you’re doing great!
If you’re not seeing the Blueprint version, it’s because classes like USphereComponent
, UBoxComponent
, and UPrimitiveComponent
aren’t Blueprintable by default.
What you can do instead is implement your logic using the overlap delegates directly in a Blueprint Actor.
Alternatively, you can create a custom C++ class that extends USphereComponent
. In your subclass, you can bind to the overlap delegates and implement your desired behavior. This also gives you access to helpful functions like GetOverlappingActors
, which can make your logic more precise and reusable.
Hope that helps - take care!
Thanks. I actually need it for a line trace to check which hit component implements an “interact” interface. None of the delegates are suited for that, unless I’m wrong.
Right now I have the interact interface on the static mesh. I wish there was a way (not C++) to implement that interface on the collision box instead, because it’s cheaper.
I don’t want to dive into C++ for now. I guess I’ll just keep using the mesh.
Oh, I see.
So I suggest you use another approach, very simple actually.
Use the node Does Object Implement Interface
, so you can easily check if the actor implements a given interface.
Thanks. I was actually doing that but I read that using the actor mesh to check for hit can be more expensive than a collision component. So that’s why I was looking for a way to implement the interface on the collision component instead.