Is it possible to attach a C++ Component/Actor Component to a blueprint, so that anytime the blueprint object overlaps with another blueprint object, it runs some code?
Like say I have a cube blueprint, I want it so that anytime an a cube hits another cube, it runs the C++ component code. How can I do this? I’m having a lot of issues with finding details on this because it seems most tutorials either just use all blueprints or all C++.
In this video, I tried to follow the tutorial, except I’m putting the C++ code into an Actor Component that’s attached to my blueprint object. But I’m having an issue at 3:33, where in the BeginPlay function they add the OnComponentBeginOverlap to “BoxComp”. What would I put in place of “BoxComp” in a scenario where I am using trying use an Actor Component to run some code whenever the blueprint hits something?
Apologies if this question doesn’t make much sense, I don’t have a good grasp on how blueprints, Actors, Components and stuff interact in Unreal.