End Overlap event called when movement stops

I have a real simple setup right now with a Trigger box and a moving Cube. When the Cube moves down and enters the Trigger the Begin Overlap event works as expected. When the movement stops, even if the Cube is still overlapping the Trigger, the End Overlap event gets called.

Is this how the event is designed to work? I am trying to have some way of knowing if the Cube is stopped in the Trigger.

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Not how it’s supposed to work :slight_smile:

Is the cube movement smooth, or does it look jerky.

Can you show the code for moving the cube?

At the moment, technically, the cubes aren’t moving on their own yet. I was trying to get the Trigger part working first.

When the level loads there are cubes already in places, those Triggers do not see that they are there although if I move a cube out while it is running the Overlap Ends fires off for those Triggers.

I figured that might be an issue since they are there on load, so I decided not to worry about that piece so much yet. However, if I move the cubes manually while the level is running and scroll the dial on their position so they slide the Begin fires when it should, but as soon as I take my mouse off the dial and stop the motion the End fires as well even though it is still on the Trigger. If I instead just change the number so the cube jumps to a new location the Begin/End both immediately fire.

Is the issue because I am manually moving them while testing? This works in Unity, but perhaps it doesn’t for some reason in Unreal. I am still trying to figure out all the subtle differences after switching over a few months ago.

It sounds like end overlap is working, then.

If you’re using simulation mode and moving them with the mouse, things will not work correctly.

Things don’t cause overlap on begin play, the have to start overlapping after begin play.

Yes, partly.

Ok thank you. Just another fun difference to get used to between the two engines.

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