I am trying to get all overlapping actors for my “ItemToPlace”:
this doesn’t appear to be returning anything at all, despite having the collision presets set to generate overlap events
Am i missing something here?
I am trying to get all overlapping actors for my “ItemToPlace”:
this doesn’t appear to be returning anything at all, despite having the collision presets set to generate overlap events
Am i missing something here?
I think you need to use collision volumes to detect overlaps.
Sorry, im not sure, what’s the difference between a collision volume and the box collision i’m using?
You can have a blueprint with a collision box like this, plonk it in the level among various actors, and it will detect nothing.
But, if you put another blueprint with a collision volume in the scene, it will be detected.
( a copy of itself, for example )
so both of these objects have collision boxes with generate overlap events on and all set up as the above screenshot - but nothing is printing in the event tick?
i’ve confirm the ItemToPlace is firing correctly, so i’m not sure what is causing this not to work?
You’ve got the collision set to ‘world static’. Blueprint are moveable. Try AllDynamic maybe…
thanks for helping !
I’ve set everytting to WorldDynamic, including the meshes and the collision boxoes for all objects, but no luck! anything else i could be missing?
I make a blueprint, with a collision box
and this code
I put two in the world overlapping, and I get
Things to double check:
Item to Place
valid?Hmm, thanks for this - the itemtoplace is certainly valid, so there must be an issue not related to collision.
Do i set the collision details on the mesh or the collision box? if on the collision box, what do i do with the collision settings on the mesh?
The mesh has nothing to do with it, you set the box
I’m running into a similar issue, but when I try to change the Collision Preset on this Collision Sphere that I have attached to my Player Character it won’t let me change it to anything other than Custom. Any idea why that might be happening?
There’s other options in the list?
In any event, for ( predefined ) character actors, you can’t change the basic collision shape from a capsule, unless you edit the character in C++.
You can add other collision volumes for various other tasks, but the basic character collision is fixed.