This was working fine some compiles ago and now i dont know what happened and its not working anymore, moving on…
In my class im registering 2 collision events:
GetCapsuleComponent()->OnComponentHit.AddDynamic(this, &AWindGameCharacter::HitThePlayer);
GetCapsuleComponent()->OnComponentBeginOverlap.AddDynamic(this,&AWindGameCharacter::DestroyOnTouch);
OnHit is working perfectly while OnOverlap is not being called.
They are both declared the same way in the .h and i checked more times than a sane person should to see if ther was any obvious errors
UFUNCTION()
virtual void HitThePlayer(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, FVector vec, const FHitResult& result);
UFUNCTION(BlueprintCallable, Category = mystuff)
void DestroyOnTouch(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
Now the funny part, in the ufunction of the overlap function(destroyOnTouch) i didnt have blueprint callable, and i added it to see if i could create the event in the objects blueprint and manage to make it fire from there, and ye, it works if the function is exposed to BP and linked to the OnOverlap node.
I also made sure everything is generating hit events.
So if any 1 has any ideas i would apreciate, thanks.