Dynamic Generated Mesh spams overlap events

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:

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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.