# How to trigger on view frustum overlap?

**URL:** <https://forums.unrealengine.com/t/how-to-trigger-on-view-frustum-overlap/2668697>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, CPP, question\
**Created:** [October 26, 2025, 7:54am UTC](https://forums.unrealengine.com/t/how-to-trigger-on-view-frustum-overlap/2668697 "2025-10-26T07:54:49Z")\
**Posts on this page:** 1\
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**Author:** ![dZh0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@dZh0](https://forums.unrealengine.com/u/dZh0)\
**Post date:** [October 26, 2025, 8:36am UTC](https://forums.unrealengine.com/t/how-to-trigger-on-view-frustum-overlap/2668697/2 "2025-10-26T08:36:45Z")

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I was going to say that you should probably fire random rays from the camera position but after a quick search I found this: [Perform Frustum Check](https://forums.unrealengine.com/t/perform-frustum-check/287524)

(Note this uses player’s camera)

The other thing I can think of is just check the horizontal and vertical angle to the camera’s forward vector. In this case you have to figure out how precise you want to be.

- You can do it with the actor’s origin but ti will produce false negatives.
- You can try it with the end points of the Bounding Box which can get false positives.

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