Capturing Overlap Event from Instanced Static Mesh

Hello, Everyone!

I have a jungle environment covering my landscape. Foliage is populated with a PCG Volume. The problem I have been unable to solve is to capture collision with the instanced static mesh components from each array of Mesh Entries of each Static Mesh Spawner.

I suppose a solution would be to use Spawn Actor and then populate with blueprint actors, but I doubt my computer would survive considering the amount of foliage.

If you’re curious as to why I’m trying to resolve this, a major part of the reason is to have some foliage that is thorn bushes that inflict damage to the player if they traverse areas of the jungle that have no path cleared.

Here is an example of something that seems like it would work but does not. I’m just trying to get the name of the overlapped instanced static mesh to write to the Output Log. Collision has been set for all the foliage in their respective Static Mesh Spawners in the PCG Graph. The player’s Capsule Component is detecting overlap/collision. MyDisplayName_01 is just a text variable that has the name of the static mesh that is being instanced:

Help or suggestions are much appreciated!

I don’t get it - 4 days I’m trying to resolve this and within an hour of posting, I solve it. And it was embarrassing simple:

The problem is that I was assuming that the instanced static mesh had the same name as the actual static mesh. It does not; there is ISM_ appended to the beginning and 0 at the end. So MyStaticMesh, when used in the PCG Graph’s Static Mesh Spawner, is seen by the game as ISM_MyStaticMesh_0.

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