# Collision Boxes trigger simultaneously for both on begin and on end overlap

**URL:** <https://forums.unrealengine.com/t/collision-boxes-trigger-simultaneously-for-both-on-begin-and-on-end-overlap/312115>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [March 22, 2015, 12:47pm UTC](https://forums.unrealengine.com/t/collision-boxes-trigger-simultaneously-for-both-on-begin-and-on-end-overlap/312115 "2015-03-22T12:47:55Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![anonymous\_user\_21a58d97](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_21a58d97](https://forums.unrealengine.com/u/anonymous_user_21a58d97)\
**Post date:** [March 22, 2015, 12:47pm UTC](https://forums.unrealengine.com/t/collision-boxes-trigger-simultaneously-for-both-on-begin-and-on-end-overlap/312115/1 "2015-03-22T12:47:55Z")

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Hello, I would like to report that if you have a physics actor and a collision box inside a blueprint then both ‘on begin’ and ‘on end’ overlap always fire at the same time.  
[https://www.dropbox.com/s/eo8yj8bhd8oa276/on\_begin\_overlap.rar?dl=0](https://www.dropbox.com/s/eo8yj8bhd8oa276/on_begin_overlap.rar?dl=0)

Thank you.

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [March 23, 2015, 8:41pm UTC](https://forums.unrealengine.com/t/collision-boxes-trigger-simultaneously-for-both-on-begin-and-on-end-overlap/312115/2 "2015-03-23T20:41:50Z")

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Hi ,

I was able to reproduce this and I have entered a bug report, UE-12386 to be assessed by the development staff.

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**Author:** ![skeleton60](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@skeleton60](https://forums.unrealengine.com/u/skeleton60)\
**Post date:** [November 5, 2015, 9:58am UTC](https://forums.unrealengine.com/t/collision-boxes-trigger-simultaneously-for-both-on-begin-and-on-end-overlap/312115/3 "2015-11-05T09:58:10Z")

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hello any update on UE-12386?

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [November 5, 2015, 3:05pm UTC](https://forums.unrealengine.com/t/collision-boxes-trigger-simultaneously-for-both-on-begin-and-on-end-overlap/312115/4 "2015-11-05T15:05:43Z")

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This has been marked as a duplicate of a later bug report, UE-17121. 17121 is still under assessment, unfortunately I don’t have a timeframe of when this will be addressed or any additional information available at this time.

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**Author:** ![anonymous\_user\_21a58d97](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_21a58d97](https://forums.unrealengine.com/u/anonymous_user_21a58d97)\
**Post date:** [November 9, 2015, 3:52pm UTC](https://forums.unrealengine.com/t/collision-boxes-trigger-simultaneously-for-both-on-begin-and-on-end-overlap/312115/5 "2015-11-09T15:52:25Z")

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How is it possible to not fix such an important bug for so long??

I am a patient guy but we are talking here 8 freaking months!!

A game engine without functioning collisions is like a car without a steering wheel.  
What exactly am i supposed to do when i want to add a collision box that follows the movement of a physics object?

Pray and hope it works?

Please fix this.It is imposible to work with anything physics related.

Thank you.

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**Author:** ![ionbordura](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ionbordura](https://forums.unrealengine.com/u/ionbordura)\
**Post date:** [August 12, 2017, 6:08am UTC](https://forums.unrealengine.com/t/collision-boxes-trigger-simultaneously-for-both-on-begin-and-on-end-overlap/312115/6 "2017-08-12T06:08:59Z")

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It seems this issue is back in 4.16.2
