I want to trigger on when my actor leaves a trigger collider.
Before I assume that collider is empty, I want to see that length of GetOverlappingActors is 0.
If I do that check when overlap ends, GetOverlappingActors returns actor that just stopped overlapping.
Thanks for report! I was able to reproduce behavior described, and have entered a bug report for developers (UE-7000). I’m not certain whether this is intentional or not, but if it is intentional there should be some more information given in OnComponentEndOverlap node to indicate that there is still an overlap when that node is run. I will let you know when I see an update on bug report. In meantime, your workaround of dropping a delay there is a good one. Thanks!