Collision Components of BPs that are inherited from CPP which were moved to another sub level will never work

4.16 4.17 4.18 VS 2017

I have some simple actors created in CPP with sphere component.

when I move those actors to other levels , character capsule component never overlaps with them

Hello saeedc,

Could you be more specific about how you are declaring your SphereComponent and where it is in the hierarchy? I made a C++ Actor that adds a SphereComponent like so:

UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "MySphere")
USphereComponent* MySphere;

And initializes it in the constructor:

MySphere = CreateDefaultSubobject<USphereComponent>(TEXT("MySphere"));

After compiling this, I created a Blueprint based off this, set the sphere radius to 200 just to make it larger, and then set up a print string to fire off “On Component Begin Overlap (MySphere)”. Whenever I overlap it, the print string fires as expected.

Hello .

thank you for your reply.

create two extra levels and add them to your main level as its sub levels .

then put that BP in one of sub levels then select that from view port then from levels panel right click on other sub level and move that BP to that level then play and see if you can overlap with that.

that is what I reported.

when you move a BP to another level overlap events never trigger

Thank you for that clarification but that was already done and I’m not seeing the issue. The only thing that may be different is that I have the main level’s level blueprint calling “Load Stream Level” twice on Begin Play, once for each of the two sub levels, as otherwise the sub-levels are not streamed in.

Hey .

we have recently switched to 4.18 and this issue sounds not to be there in 4.18 anymore.

this was our level designer’s fault. I apologize for this wrong report.

you can close this post

I understand saeedc,

If you do somehow experience this issue again, please let us know. Until then I’ll be marking this as resolved.