I am trying to have a dynamic mesh generate overlap events for pawns; when a pawn moves within the shape, the BeginOverlap and EndOverlap events get spammed. I want the events to trigger only once, when the pawn enters the shape and exits the shape.
- what is a “dynamic” mesh here? a mesh spawned at run-time? just a component? full actor?
- does the spam manifest only with those dynamically (?) generated meshes?
- how many times? how spammy?
- the pawn may have something attached to it that triggers additional overlaps
- the pawn’s own components may have separate collision set to overlap
Print Display Names
of the overlapping entities to find out what is going on.
Somewhat similar behaviour, give it a skim - see if it makes any sense:
1 Like
It is a Generated Dynamic Mesh Actor in the shape of a torus.
I have a regular sphere collision that works as expected with the same pawn.
I set it to count and display each time it triggers, seems to be ~100 times every ~2 seconds give or take.
The dynamic mesh collision is set to overlap only pawns. The pawn capsule component is the only thing that generates overlap in the pawn, and if I disable that then no overlap events happen. When overlap triggers, if I print the Other Actor or Other Component it will only print the pawn name or capsule component of that pawn.