And this does work, but only if the first ever placed BP-Actor on the map is overlapping. If you for instance copy B or place a new instance of it, the overlap check puts out a FALSE even though they are overlapping.
Does anyone know a way, so that the is overlapping also takes other instances of the same BP into calculations?
Thanks already, Dave
PS: “Target Push Cell” is a component of the Cube (B).
Hi man , here a working one.
I have a GATE, and i trow trought him some rocks and sheeps,
The gate, get all actor of rock in the scene, and check if them overlap with my gate (cube). If yes it destroy the rock.
So you should have done some mistakes in passing reference, if you pass a precise reference.
For example, in the scene i have 8 rocks, all are rock (class)
but getting his reference manually or by event hit(example) i will have, John(specific reference)Rock(class).
so if i pass this to the check , he will not check if you overlap with a rock , but with the rock-John.
Okay well, I tried around and it seemed, that the acutal problem was pretty simple… weird, but simple: the part that checked the overlapping was within a blueprint function. Hence putting such a check into a function won’t work with multiple actors of the same type to check for an overlap.