Set "Query only(No physics collision) " from Enable collision option
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Thank you. It resolved my problem.
Just wanted to add to this because I was having a similar issue, BUT i was a bit dumb, i had added mine to a new level and hadn’t ticked ‘always load’
Try using different collision channels, otherwise the same collision detection channel will interfere with each other
I had a similar issue while using C++ and had everything setup properly in the editor to generate overlap events, but my OnComponentBeginOverlap
delegate was being setup in the constructor of my player pawn. I moved that to BeginPlay
instead and it started working properly.
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I think this is a bug with the water, I’m having the same issue…
Hey there just fixed it my stupid brain forget to set it from block to overlap