Hey, I have an Actor Blueprint that has a Sphere Collision component inside it. I want the check for other overlapped components in the editor.
I did this, but it doesn’t work. However, the same code works fine on Begin Play and Tick, so I don’t think it’s a collision setting issue.
It’s a component initialisation issue in the CS, they do not report accurately at that point yet - it’s a nuisance for certain workflows, like this. You could try:
But I doubt it’d help here. You may need to re-work / re-think the logic. There is a bug in the DB about this but it’s been flagged as Won't Fix. I believe it’s:
This is how it has to work since instance component transforms aren't applied till after actor construction is reran.
Thanks for the insight! This helped me find a workaround that is working great for my purposes.
On construction script, I’m creating a separated sphere collision then using it as a overlap check
This collision can detect the overlap components in the World just fine, probably because the transform is being applied after the creation of the collision(maybe?)