How to check collisions between a component and an actor

I wish to check the collision between a component(ScannerEyes) in the “HunterActor” that becomes bigger and bigger overtime and when it touches a Apple variable that is a reference to the “AppleActor”.

The print wont work and the ScannerEyes component is NOT supposed to be colliding with anything, just check the collision or trigger when in touch with other like how gas in game kills you overtime. In unity theres something called OnTriggerEnter and ive tried to convert that to UE5/4 but I have no idea how.

This is in the hunteractor blueprint and im playing with the ScannerEyes component:

I very often found that directly comparing AActors* is not consistant…
Better using OtherActor->GetClass() == Apple->GetCalss()

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How would this be in blueprint?

pull a spaghetti from OtherActor & Apple and search for GetClass, then compare them


I am unsure of what you really meant by all that but my try here still didnt work

Yeah taht’s it, I found taht is more consistant to use.
Now we’re sure the overlap don’t occur.

Triple check your collision settings on both AActor.

Collisions settings are just fine, ScannerEyes component has no collider which is the point whilst the AActor has working collisions and physics

Well I guess ScannerEyes need a way to collide.
If its a UActorComponent (Hover on the Blueprint to check) it won’t be able to overlap because it has no “real constistance” in th World. Only classes derivating from AActor have.

If that is the case you should SphereTrace

Are there any simpler methods? I just started UE5 and the spheretrace took me 2 hours to create and I still have no idea how it generally works :sweat_smile:

Instead of using a UActorComponent you could use an AActor, which would be able to handle Collision. Or use a USphereComponent (I think it’s called SphereCollision in the editor) which is, as said in the doc “A sphere generally used for simple collision.”

Tracing is really something you’ll need often, though. Better get used to it.

There arent any spherecollision nodes in the editor, nearest node is called add sphere collision and im not sure if thats what youre going for

I’m talking about adding a component to your actor:

Then using it to detect Overlaps

It does detect overlaps yes but it doesnt detect if its the apple its touching

Can you post a snapshot of collisions settings of both the Apple and the Sphere?


Here is for the ScannerEyes sphere collider:


This one is for the apple:

The Apple should overlap the Scanner Channel (aka WorldDynamic, here).

It still wont work,


heres the blueprint im still using :: Just for reminder
ScammerEyes is the spherecollider

I’m getting dry, sorry.
You know, if you’re starting there are some topics to you should avoid to not be discouraged.
Physics is one of them. Network is an another tough guy.

I’m not saying you should not experiment and learn, but don’t expect good result if you’re not already familiar with the Engine.

Is it mandatory that your apple simulate physics? Is it just so she’s falling 'n rolling ? If so, just add an another SphereCollision to it and let it deal with the Scanner…

Its ok you can take your time, I am; after all not that kind of a fast replier either.

Yea I thought this project was a good way to learn the engine in a beginner type of way since I come from unity and it worked like a charm over there

I did what you said and it actually did work, It now does clarify that the one touching the apple is the HunterActor itself so thanks :smiley:

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Yes, Overlaping checks get to the Owner. OtherComponent will return the SphereCollision.
It’s good to know, because if the Apple had multiple CollisionComponent overlapping this CollisionChannel it would fire more than once. To avoid that you can check the OtherComponent.

Dunno if it’s clear :smiley:
Enjoy UE, it’s a versatile full fledged piece of art :slight_smile:

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