I’m having an issue where a 4.7BP is behaving differently than a 4.10BP. I’m using a mesh to determine if a player is inside an arbitrary volume. (It’s a complex shape so actual volumes don’t work for this case). The blueprint would essentially use ActorBeginOverlap and ActorEndOverlap to tell the game if a player was inside of it or not.
This worked great as of 4.7 but as of 4.10 completely entering the volume such that the player isn’t touching outer edges of the volume I get an “ActorEndOverlap” message even though they are still overlapping. I have attached a diagram to show the issue more clearly.
On the left side of the line we have the case where the player is touching the outside edge of the mesh volume.
On the right side the player is “inside” the volume from the top view but should still be considered overlapping from the front view. In 7.10 as soon as the player moves to a position not on the outer edge of the volume as seen from the top I get an undesired ActorEndOverlap message.
Does this only occur with your specific static mesh or any static mesh that you use? I would be interested to see the collision settings / blueprints for the involved actors as well. Would it be possible to get a copy of the project or some screenshots to see this information?
Then do the same test and you will see that when you move into the mesh Begin and End will fire a whole bunch of times rapidly and then stop. Another odd aspect of this is that you very carefully approach the edge of the mesh in this case and just barely touch it you will get a single Begin event.
(these all happen basically at the moment the player enters the shape)
Thank you for the reproduction steps ook. It seems that this issue is related to using the “Use Complex Collision As Simple” setting for the Collision Complexity inside of the Static Mesh editor. The Wall_Door_400x300 uses this by default while the cube uses the “Default” setting. I’ve placed a bug in for the issue under the number UE-25923. In the meantime, as a workaround, I’d suggest using Default and creating the collision via “Auto Convex Collision” in the Static Mesh Editor.