Maybe I an doing something stupid but I don’t see a solution. If the player moves towards the star, the collision events sometimes fire. If the player stands between the beams and waits for the overlap (the star also stands and just rotates), the collision events are out. The collision profiles are right, Generate Overlap Events is set to true, Collision Enables is set to Query and Physics, Collision Complexity in the star settings is complex so all standard methods have done, the problem is in the something much deeper. @ClockworkOcean @Everynone, can you suggest anything?
Just to check, overlaps work with collision volumes, not meshes. Do these objects have collision volumes?
Collision capsule of the player with the mesh of the star. I think there is no star-shaped collision volume.
@ClockworkOcean, I don’t know if it is important but the only way that works is the multi capsule trace with the star with the “Ignore Self” turned off every tick. But this is not a good solution because of its speed.