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.
Try this, get a ref to the star, and off the Event Tick of the character look for “IsOverlap” there are two or three of them. One is actor VS Actor, one is Actor VS a component, and one is Component VS Component. While definitely more costly, I find that works a lot more snappy then the on component begin overlap node.
Unfortunately, I have tried this a long time ago. ANY overlap (except described in #4) does not fire.
Sometimes some strange things seem to happen if things are not ordered just right. What you want to do may be possible, but it has got to be in the right order, and in the right place.
They both need collision volumes ![]()
You can make the collision volume for the star in the mesh editor. Maybe if you show what sort of star you mean, I can show you how…?
It is a prism with a regular 5-pointed star in the basement, near 7.5 m in size.
Not exactly. First, the star must block the player, not overlap. Second, it must stop rotating when the block happens (and resume when the block stops). Third, it must stay on the ground, not in the air.
If it’s really going to block, you can’t have overlap. Unless you make the collision larger than the mesh.
EDIT: I take that back. It’s just overlap or block, I think…
So, setting the mesh collision profile to “BlockAll” won’t work?
You can’t generate a overlap if you star blocks your actor, the thing i found in the engine that sometimes it would generate a overlap when you have high speeds it is probably that sometime it clips because to my understanding overlap and block events are on tick basis so if the movement lets say is faster then the tick it would sometimes generate a overlap event
So what you can do is that you have a collision component a little bit bigger than the mesh that would block, so you can generate overlaps with that collision component
I think it would be better for you to use OnActorHit events
You can totally block, but then no overlap. ![]()
It is what I meant, the star has to block the player. Maybe then I shouldn’t use “BeginOverlap” event? But I don’t know the “BeginBlock” and the “EndBlock” events.
Yes, I know this, but it fires on every hit, and there is no “OnComponentBeginHit” and “OnComponentEndHit”.
Correct. So when it hits, it can stop.
How to tell when the player walks away is another thing, you might need to do that based on distance?
In your case I would go with the collision component of the star being a bit bigger than the blocking mesh and mesh set to blockall the collision component generating the overlap event to trigger the stop n go funktion of the rotation




