I’ve started to do more tinkering with the visual scripting aspects, and ran into this issue quite early.
I’ve been testing with Omni Directional Lamppost blueprint graph.
Created a sphere component and successfully have it firing via OnComponentBeginOverlap
However, it’s not possible to create an f->Activate node from the OnComponentBeginOverlap… and target it to the ActivateEmitter component (this is what does the light switch noise and create the particle effect).
This seems to be a bug or omission from the DevKit.
In the example below from the Unreal development site, you can see Activate and Deactive being used in this way.