I must be missing something obvious, but I’m unable to find the “generate overlap events” checkbox anywhere in the static mesh details UI. I see it mentioned in the docs here, which also shows a screenshot:
But in the 5.2 UI on my machine I only see the following:
I’ve tried multiple meshes, re-importing them, using the built-in primitive meshes, and searching everywhere else in the UI (and on the web), to no avail. The Actor I’m using has a couple of options for generating overlap events during streaming, but this makes no difference (as I’d expect).
I’m calling GetOverlappingActors() in the blueprint, and I’ve not been able to get it to generate overlaps between any pair of meshes, with any combination of parameters and options.
Thanks – I thought that might be the case, but the only things I found there had to do with overlap during level streaming, which I presume is a special case:
There are also the two begin/end overlap events on the actor. I haven’t messed with those, as it’s much simpler to solve my problem using an explicit actor-overlap query. But from everything I’ve read, I presume they won’t actually be fired unless the mesh’s collision properties are configured to compute overlap.
My working mental model (which may be off; I’m still figuring it all out) goes something like this:
Mesh assets have collision primitives attached, either imported or explicitly configured in the editor.
They also have collision-oriented properties associated (i.e., the collision presets and all the bits like generate overlap, physics/query collision, object type, and responses).
The actors pick up their collision behaviors from their mesh components, which have to be configured properly to generate collision events, and respond properly to queries.
The doc linked above shows “generate overlap events” in the mesh collision properties, but for the life of me I can’t find it!
D’oh, thanks for pointing that out. I completely missed that there was another set of these options hanging off of the StaticMesh component. I think I missed it because the default view for simple actors buries the full Blueprint editor, so I assumed all the properties were visible in the simplified BP editor.