Different collision behavior in VR mode for attached component to skel mesh

I have the same issue! I really hope they fix this bug!!! It’s very annoying!

I found a work around. I believe the issue has to do with poor parent child relationships, for example my blueprint children of my C++ parent class is experiencing multiple fires on each tick, however overlap events setup with in the blueprint child fire properly, once each time.

So I just set up a pair of Blueprint callable functions, one for begin and one for end, in my C++ file and have the blueprint handle the overlap and immediately call the blueprint callable function to take me back to my C++ code. I hope this helps anyone with a similar issue.

UPDATE This requires more investigation that I will do tomorrow. It appears if you go into the blue print implement the on overlap nodes connect them to a function test it and then delete the function you connected them to but leave the “On overlap nodes” for some odd reason it works properly solely from the code in the parent class. I’m baffled, but I swear that’s all I did and it works now, it fires only once per overlap.

After experimentation, this fix only works for one of my child classes while the other still fires both one after another, whether in blueprint or triggering the C++ code.