Heres the situation:
I am trying to get an actor (BP class of C++ class based on Unreal’s ATriggerBox, called DamageBox) spawned with player input to execute a function on overlap.
DamageBox is set to only overlap with a specific “HitBox” object collision channel (see below).
When DamageBox overlaps with another ATriggerBox with the “HitBox” object collision channel, the function is not executed and my debugging log text (see below) does not appear in the Output Log.
Yes, I have Generate Overlap Events true on both actors.
Here are a few screenshots (Ignore the comments)
Snip of .cpp file of DamageBox:
Snip of .h file of DamageBox:
Snip of BP_DamageBox (the class that is ACTUALLY spawned)'s CollisionComponent Collision settings:
HitBox is very similar to above except Object Type is “HitBox”
Do you think I should try to use OnComponentBeginOverlap on the Collision Component instead? If so, what exactly do I need to give AddDynamic?
I don’t quite understand Delegates, and the Unreal Docs are just outright confusing and leave a lot out, so I’m sorry if this is a stupid question.
If you know any potential solution, feel free to post it here, and if you need more information to help solve it feel free to ask. Thanks!