Can't get overlap check for SplineMesh to work

Hey Guys,

I ran into a problem which you possibly met before (since I’m still a noob to UE4).

So I have this actor which has a cannon. In its blueprint, I have a custom trajectory collision check, where I deform a capsule-shaped spline mesh along the cannon’s trajectory spline, then try to check if there’s any obstacles (of BP_Rock class) in the way.

ProjectileCollisionRise here is a spline mesh which at this point looks like a half arc rising from cannon towards the target.

Now, ComponentOverlapActors DOES return me some BP_Rocks at this point, but these are wrong rocks, found to the right of the cannon, and only those very close to it. So I suspect the transform I feed into it is somehow wrong. The question is, which transform should I provide in this case? The popup hint for it only says “Defines where to place the component for overlap testing”, leaving me with no clue.

Or maybe this collision check somehow ignores or distorts the spline mesh modifications/resets it to some default state?

There’s another way of doing this, but I’m not yet giving up on this one.

Thanks in advance for any help or advice!

Did you ever find a way to detect overlap on a spline mesh component? Im dealing with the same issue right now.

Also am having the same issue. Is there no way to do this?

I would guess it’s checking the undeformed mesh. Can you instead generate meshes along the spline length instead? Or do point checks with sphere casts along the spline length?

I think this post will help: