How does BeginOverlap work but EndOverlap doesn't here?

I’ll be honest. I was having a hell of a time with BeginOverlap to begin with but then it magically got over it’s error and started working. When I went to do the exact same thing for EndOverlap, it started complaining again.

So now I have an instance like this:

The error I get when trying to compile is:

C:\Users\User\Documents\Unreal Projects\TheCrpgProject\Source\TheCrpgProject\PlayerCam.cpp(80) : error C2664: ‘void TSparseDynamicDelegate<FComponentEndOverlapSignature_MCSignature,UPrimitiveComponent,FComponentEndOverlapSignatureInfoGetter>::__Internal_AddDynamic(UserClass ,void (__cdecl APlayerCam:: )(UPrimitiveComponent *,AActor *,UPrimitiveComponent ,int32),FName)': cannot convert argument 2 from 'void (__cdecl APlayerCam:: )(UPrimitiveComponent *,AActor *,UPrimitiveComponent ,int32,bool,const FHitResult &)’ to 'void (__cdecl APlayerCam:: )(UPrimitiveComponent *,AActor *,UPrimitiveComponent *,int32)’ with [ UserClass=APlayerCam]

I’m really struggling to understand box collision detection and all in general, but I really don’t understand how it can work one way but not the other. The resources on the topic I can find are scarce and old at best.

Nevermind. I’m just an idiot.

For those who get fed up like I was getting and finally get something to work so think “I’ll copy paste”, Overlap End doesn’t need a hit result, duh.

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