Then either set the behaviour of the component in an inherited blueprint or before you bind it in c++. Look up the functions available and how collision channels work in ue4 to know what is going to actually fire the event. Id suggest creating another component and setting that thing’s behaviour, then attaching it to the root component all in c++. Im sure if you look around a bit you’ll find a lot of examples and tutorials. I think the C++ tutorial by epic covers this topic and shows the code.
Im not looking at the tutorial at the moment, but the function signature im using is this:
void BeginOverlap(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult);
The this pointer is used probably to identify the instance of the character. This is so that the code uses that instance’s function. So it does this->BeginOverlap, otherwise it wont know WHICH character the event function is calling.
unless if we would want the capsule trigger an even in another character. Then it would only be possible if the object pointer is given. I guess that simply for compatability reasons they can’t change the function to “this by default” anymore because they placed it as the first argument.