Can't override function in derived class

Hi there.
I extend the PhysicsVolume, but I can’t override the functions of PhysicsVolume

.h:


UCLASS()
class GAME_API AEnvironmentVolume : public APhysicsVolume
{
	GENERATED_BODY()

		virtual void Tick(float DeltaTime) override;
	public:
...]
public:
	// Called when actor enters a volume
	virtual void ActorEnteredVolume(class AActor* Other) override;

	// Called when actor leaves a volume, Other can be NULL
	virtual void ActorLeavingVolume(class AActor* Other) override;
private:
	TArray<FWindAffectableStruct> windStructs;
};


.cpp:


void AEnvironmentVolume::ActorEnteredVolume(AActor* Other)
{
	Super::ActorEnteredVolume(Other);
	UE_LOG(LogTemp, Warning, TEXT("Enter"));
...]
}

void AEnvironmentVolume::ActorLeavingVolume(AActor* Other)
{
	Super::ActorLeavingVolume(Other);
	UE_LOG(LogTemp, Warning, TEXT("Leave"));
...]
}

void AEnvironmentVolume::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
...]
	}
}

Non of these functions are executed when I place a volume in the Level.

I saw the parent class AHpysicsVolume,there is no method of Tick()。 But your .h include.



// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

#pragma once
#include "GameFramework/Volume.h"
#include "PhysicsVolume.generated.h"

/**
 * PhysicsVolume: A bounding volume which affects actor physics.
 * Each AActor is affected at any time by one PhysicsVolume.
 */

UCLASS()
class ENGINE_API APhysicsVolume : public AVolume
{
	GENERATED_UCLASS_BODY()

	//~ Begin UObject Interface.
#if WITH_EDITOR
	virtual void LoadedFromAnotherClass(const FName& OldClassName) override;
#endif // WITH_EDITOR	
	//~ End UObject Interface.

	virtual void PostInitializeComponents() override;
	virtual void Destroyed() override;
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;

	//~======================================================================================
	// Character Movement related properties

	/** Terminal velocity of pawns using CharacterMovement when falling. */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=CharacterMovement)
	float TerminalVelocity;

	/** Determines which PhysicsVolume takes precedence if they overlap (higher number = higher priority). */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=CharacterMovement)
	int32 Priority;

	/** This property controls the amount of friction applied by the volume as pawns using CharacterMovement move through it. The higher this value, the harder it will feel to move through */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=CharacterMovement)
	float FluidFriction;

	/** True if this volume contains a fluid like water */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=CharacterMovement)
	uint32 bWaterVolume:1;

	//~======================================================================================
	// Physics related properties
	
	/**	By default, the origin of an AActor must be inside a PhysicsVolume for it to affect the actor. However if this flag is true, the other actor only has to touch the volume to be affected by it. */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Volume)
	uint32 bPhysicsOnContact:1;

public:
	/**  @Returns the Z component of the current world gravity. */
	virtual float GetGravityZ() const;
	
	// Called when actor enters a volume
	virtual void ActorEnteredVolume(class AActor* Other);
	
	// Called when actor leaves a volume, Other can be NULL
	virtual void ActorLeavingVolume(class AActor* Other);

	/** Given a known overlap with the given component, validate that it meets the rules imposed by bPhysicsOnContact. */
	virtual bool IsOverlapInVolume(const class USceneComponent& TestComponent) const;
};


PhysicsVolume is a child of Actor, therefore has a tick function.

The only thing I can think off is you either have to “rebuild” project binaries to regenerate Intermediate folders and see if it fixes for you, clear hot-reload mess too.
If that is not the case then… Are you sure AEnvironmentVolume is the one you spawn in your level and other actors are actually generating events when entering it?!

Have you checked the collision settings for the volume itself? Volumes still rely on collision events to track what’s in / outside of them etc.