Is there a way to make overlap detection not so flaky?

I mean you can hook up print strings to overlapping things and watch it go from is to not many times when there is a solid overlap in place that should not be “flickering” I guess you could say.

Is there a way to stabilize the overlap detection?

Bump bump, hand on the pump…

IMH experience overlap detection is somewhat robust and stable. Unless you’re simulating physics at high velocities and not sweeping.

Since you see overlaps trigger multiple times at short intervals, what are the chances that the affected entities simply get out of range and hug again?

Could you produce an example and script that causes it? Perhaps someone will have a better idea what could be going on.

Well, lets just say a HUGE box collision and an enemy player also with rather large box collisions. Can multiple box collisions interfere with each other to cause such an effect?

It should trigger for every new overlap even if already overlapping something else. They are not exclusive in any way. Print the display names of the overlapping comps / actors to see who is overlapping whom.


There’s also Mutli Body Overlap that gives you MORE :innocent: overlap triggers when you deal with complex objects that have multiple moving parts.

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Ahh ok, will check it out. Thanks again Everynone!

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