hi i have a begin/end overlap on a vehicle that holds passengers that can walk arround on it. however when the vehicle is moving the overlap keeps firing even if the players is not in it (i checked and the other acter is player) on screen both the player and collision box are not overlapping. i think its a desync issue with the player being moved by the dedault base physics and exiting and entering the overlap even though visually that is not happening. have not been able to find a solution yet and hopen someone here might have any idea how to fix prevent it from firing without the player in it as i do need the players to be able to trigger them while the vehicle is moving. apologies for any spelling or grammer mistakes.
Would it help to just turn off collisions or stop that event while the vehicle is moving, if it’s never intended to happen while moving?
I recommend visualizing collision to make sure your meshes are overlapping in the way that you think there are. There have been plenty of cases when a mesh has auto-computed collisions that are way different than intended.
theya re supposed to overlap while moving all the collisions are exactly where they are supposed to be when using. show collision the onyl thing i found is the green box that shows if i use showDEBUG collision is lagging behind but im not entirely sure what that is.
i might have been unclear in my post so ill try to explain what i want to achieve and how to recreate the issue. what i want to achieve is to have the people walking arround in my vehicle witch is a big aiplane to still be able to trigger the end and begin overlap of some collision boxes in the airplaine that i use to open the doors and some other variables. the issue is that due the the player being moved by the airplane witch is being done by the player standing on top of a base a static mesh in the airplane it keeps firing the begin and end overlap functions even if they are not standing in the overlap. i asume this is due to the players being moved to the new location and going through the collision box even if not visible. the easest way to recreate the issue is to make a actor with a plane or box as a platform. putting a box collision on that to trigger the overlap i set mine to only work on pawns. then to have to overlap active a interp to movment component that moves the platform back and fourth. attach a print string to the begin overlap and a end overlap. in my case it will show it is contiously firing the end and begin overlap. i tested this in 5.32 and 5.1