"Get overlapping components" does not work with the "Use complex as simple" collision option

Blueprint function “Get overlapping components” does not work with the “Use complex as simple” collision option enabled. If I want to check if the object is overlapping another, only the “Simplex collision” option works. Is the only option for solving this problem is create the collisions by myself in eg. Blender and import them as simple?

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You can visualize and edit collision shapes on the mesh panel in Unreal Engine.

Reference:

It is also possible for skeletal meshes.

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From what I’ve read, Unreal does not typically use complex collision for physics simulation. That being said I still think this should work.
I’m assuming you’ve already checked that the correct collisions channels are set to overlap, AND that the object your trying to detect is the correct type that overlaps with the other component.

That is one of the things I think is confusing when understanding collision responses: the collision responses mean how the component will react to other objects that overlap it, and the Object type is what the other components will see when this component overlaps them. Check these things first.

I would also suggest printing out the length or name of the overlapped components to see what if anything is being detected.

Did you ever get this figured out? I am having the same issue, the hit result works but the hit location information does not work so if you try and spawn something at the hit location it will spawn at the center of the map.

having same issue here, tested 5.0 - 5.3

target overlapper will not overlap if using complex, others using complex will still be able to overlap if the overlapper is using simple

Complex vs complex will not work, simple to complex is working

Is this a bug or complex collision is not intented to trigger overlap events ?

Complex collisions will trigger overlaps.

How? Add a static mesh on two actors, add a print string node to the “on componenent begin overlap” of this static mesh in one of those actors, if the collision complexity of this mesh if set to “simple and complex” or “simple collision as complex”, the event will trigger but if it is set to “use complex collision as simple”, it won’t

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I am seeing this bug-like behavior continue in UE 5.4.1

Overlap is fine with Simple but does not work with “Use Complex Collision as Simple”.

I tried changing many blueprint settings to induce better behavior, such as trying CCD, MACD, ‘Always Create Physics State’, ‘Trace Complex on Move’ and settings elsewhere as well.

Conversely, a Simple collision always works. I tried varying types of simple primitives including importing a complicated collision mesh in an FBX… any type of Simple is fine.

If it’s not a bug… it’s very confusing behavior.

I’ve tried all day to get complex-complex overlaps working and they simply do not. It seems only simple-simple, simple-complex or complex-simple overlaps actually work.

In the end I created a compound simple collider out of what was available in the Static Mesh editor which closely approximated the complex mesh.