OnComponentBeginOverlap fires only once

Hi again ammarov,

i am sorry but i am not getting your error reproduced. I set up 2 blueprints (1 pawn, 1 static mesh actor) the same way as you did, each of them has a collision sphere:

59488-pawn+setup.png

59489-mesh+setup.png

This is the setup for the pawn blueprint (the static mesh actor is the same, replacing the “Pawn” with “Mesh” in the message.

59490-blueprint.png

In the next images the instanced right blueprint is the static mesh actor, the left one is the pawn.

Colliding with the collision sphere of the static mesh actor displays the desired text exactly one time, movement while still overlapping does not generate more printed messages… leaving the collision sphere also just prints one text message:

59501-begin+overlap+mesh.png

59502-end+overlap+mesh.png

Exactly the same with the pawn blueprint (with changed messages). I reached my image limit for the post but it is the same, just replace the “Mesh” with “Pawn” in the printed messages.

The collision sphere is working as intended, try to reproduce the ‘bug’ leaving out other components (the destructible) and the logic that you execute after the events to further isolate the problem. If it works as it should something is wrong with one or both of these.

My guess is that your blueprint logic is causing it since the Static Mesh Actor Blueprint has no destructible but is the one that is acting in a weird way.

Anyways, that is all we can do without more details and/or screenshots.