# Overlapping not registered when actor is spawned

**URL:** <https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189>\
**Category:** Blueprint\
**Tags:** unreal-engine, FeatureRequest, UE4-26, Blueprint, question\
**Created:** [March 19, 2022, 5:04pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189 "2022-03-19T17:04:03Z")\
**Posts on this page:** 14\
**Page:** 2

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**Author:** ![pezzott1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pezzott1/32/1215068_2.png) [@pezzott1](https://forums.unrealengine.com/u/pezzott1)\
**Post date:** [August 30, 2022, 9:33pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/21 "2022-08-30T21:33:13Z")

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Have you tried enabling this in the Class Defaults?

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/c/9/4c918405995daca3295fe2733f750436b3f1f947.png)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/1/9/519584e06c3afc524ede2474ba4f94a14d704f5d.png)

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**Author:** ![Tom8788](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tom8788](https://forums.unrealengine.com/u/Tom8788)\
**Post date:** [August 30, 2022, 9:58pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/22 "2022-08-30T21:58:58Z")

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Just tried it, no change, still no overlap on spawn after load.  
I also tried moving along the X-axis with 1 and with 10, I tried “Set Collission Enabled” on load, and I tried “Is Overlapping Actor”, no solution yet …

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**Author:** ![RabizovAnton](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RabizovAnton](https://forums.unrealengine.com/u/RabizovAnton)\
**Post date:** [May 22, 2023, 3:16pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/23 "2023-05-22T15:16:09Z")

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Hello, faced same problem here is the solution: set in collision presets ignore the object you need, for me it was pawn, and then in begin play set collision response to channel to overlap.

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**Author:** ![o-super](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/o-super/32/538714_2.png) [@o-super](https://forums.unrealengine.com/u/o-super)\
**Post date:** [June 5, 2023, 2:10am UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/24 "2023-06-05T02:10:40Z")

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This is actually not a working solution, the proper way to do it would be to use GetOverlappingComponents which detects components/actors that are inside your collider instantly.

**If you want to detect Overlaps on existing actors you need to use the function GetOverlappingComponents from your collider.** ( GetOverlappingActors does not work because it only returns actors that have newly entered the collision volume since the last frame ).

On the receiver actors make sure you have another component (for example the Mesh) with GenerateOverlapEvents set to true and the collision channel set to “CharacterMesh”.

Then on loop through the elements returned by GetOverlappingComponents, get the owner actor of the overlapped component and process what you want to do with it.

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**Author:** ![Fenyx\_Invincible](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fenyx\_Invincible](https://forums.unrealengine.com/u/Fenyx_Invincible)\
**Post date:** [August 2, 2023, 6:40pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/25 "2023-08-02T18:40:57Z")

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I see this thread is pretty fresh and I’ve just fased with this issue in similar case. My procedural mesh ignored character on spawn. The working solution for me is updating overlaps as for procedural mesh, as characters I want to check. I see UpdateOverlaps is not BP exposed function, so C++ is required

```auto
    ProceduralMeshComponent->UpdateOverlaps();

	FVector origin = GetActorLocation();
	TArray<AActor*> foundActors;
	UGameplayStatics::GetAllActorsOfClass(this, ACharacter::StaticClass(), foundActors);

	// Iterate over the found actors and check their distance to the given location
	for (AActor* foundActor : foundActors) {
		// Calculate the distance between the actor and the specified location
		float distanceToActor = FVector::Distance(foundActor->GetActorLocation(), origin);
		if (distanceToActor <= Radius + 200) {
			if(auto character = Cast<ACharacter>(foundActor)) {
				character->UpdateOverlaps();
			}
		}
	}

```

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**Author:** ![Clazzid](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Clazzid](https://forums.unrealengine.com/u/Clazzid)\
**Post date:** [April 23, 2024, 2:31am UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/26 "2024-04-23T02:31:58Z")

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Thanks! your suggestion is the only one that worked for me.  
In my case I needed the FHitResult.Item which stores the index for instanced static mesh components, which you don’t get from a GetOverlappedActors() or a GetOverlappedComponents.  
Tried getting the index from a GetInstancesOverlappingBox but that would not match my original primitive collision and therefore the begin and end overlap events wouldn’t be correct.  
And UpdateOverlaps() is not doing anything in my case.

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**Author:** ![catz111](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/catz111/32/618520_2.png) [@catz111](https://forums.unrealengine.com/u/catz111)\
**Post date:** [May 27, 2024, 7:51pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/27 "2024-05-27T19:51:10Z")

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I have the same problem, i have an aura which if i activate and the actors are awready in it then they need to go out and back in to apply the effect. I tried to change get overlapping actor to get overlapping components and i checked that the actors mesh “generate overlap events” but it still do not register them if the aura spawn when they are awready in it and has again to get out and back in for it to work ☹ is there anything i am missing for this to work?

> [@RabizovAnton](#):
>
> Hello, faced same problem here is the solution: set in collision presets ignore the object you need, for me it was pawn, and then in begin play set collision response to channel to overlap.

I awso tried this one but it has the same effect and is not working for me ☹

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**Author:** ![baobao4435](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/baobao4435/32/950790_2.png) [@baobao4435](https://forums.unrealengine.com/u/baobao4435)\
**Post date:** [May 27, 2024, 7:59pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/28 "2024-05-27T19:59:42Z")

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if it’s simple shape,you could use sphere trace,box trace.they are almost the same with collision box.

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**Author:** ![catz111](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/catz111/32/618520_2.png) [@catz111](https://forums.unrealengine.com/u/catz111)\
**Post date:** [May 27, 2024, 8:04pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/29 "2024-05-27T20:04:54Z")

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You mean a sphere trace to check if someone is in there ? Sounds pretty good acctually. I will try it out and see if i can make it.

> [@baobao4435](#):
>
> if it’s simple shape,

The shape is different depending on the enemy actor. Some are small and some big ones ^^

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<div class="post-metadata">

**Author:** ![baobao4435](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/baobao4435/32/950790_2.png) [@baobao4435](https://forums.unrealengine.com/u/baobao4435)\
**Post date:** [May 27, 2024, 8:13pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/30 "2024-05-27T20:13:05Z")

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the size doesn’t matter,you can always adjust the trace radius.

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<div class="post-metadata">

**Author:** ![catz111](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/catz111/32/618520_2.png) [@catz111](https://forums.unrealengine.com/u/catz111)\
**Post date:** [May 27, 2024, 9:02pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/31 "2024-05-27T21:02:09Z")

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I don’t know why but it fails to find any actor. I can clearly see the debug lines of the sphere trace overlapping the actor… (the tag is awso spelled correctly it works further down there on the code on begin overlap…Actor awso blocks visibility in collision settings)

 ![bandicam 2024-05-27 23-16-37-401](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/a/d/aad5d76c991f85058281858d943315148b69ceaf.png)

and i put here 2 boxes to calculate the distance between this aura…

 ![bandicam 2024-05-27 22-59-42-212](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/3/b/03b5752d62a672b60feeed6b333962b0bb9a662f.jpeg)

Am i doing it wrong ? It aways print string the fail one…

I found some work around. First of all i do have a skill where i spawn a sphere collision and if i spawn it on an actor inside of it then it register the overlap. So not sure why this skill works as intendet. Anyway the difference on this one vs my aura is that the aura is on the player character and it only gets activated where the other skill spawns a completely new actor in the world. So spawning the aura does seem to work and registering actors awready inside of it. Now i changed the aura as well to spawn in the world and not anymore be inside the player character and this seems to fix it…

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**Author:** ![Kulagin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kulagin](https://forums.unrealengine.com/u/Kulagin)\
**Post date:** [August 26, 2024, 2:18pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/32 "2024-08-26T14:18:46Z")

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This doesn’t work for me. Here’s what I did to test:  
Function library:

```cpp
void BlueprintFunctionLibrary::UpdateOverlaps(AActor* Actor) {
	Actor->UpdateOverlaps();
}

```

Then in blueprints:

 ![UE4Editor_rHkFKwytvM](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/9/9/4990d49a32bb79960b0e54db6a850d03a2e1a580.png)

When the boxes are overlapping and I press play, it doesn’t trigger the event:

 ![UE4Editor_8qXe1seVLM](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/9/1/f911f3a58b380ea84d8fe85c6129ade4aecde482.png)

The event gets triggered only after I move them manually out and then in:

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**Author:** ![gAshan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gAshan](https://forums.unrealengine.com/u/gAshan)\
**Post date:** [March 24, 2025, 1:16am UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/33 "2025-03-24T01:16:39Z")

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My case: c++, spawn via UWorld::SpawnActor(… FActorSpawnParameters)

FActorSpawnParameters doxygen:

> /\* Determines whether the construction script will be run. If true, the construction script will not be run on the spawned Actor. Only applicable if the Actor is being spawned from a Blueprint. \*/  
> uint8 bDeferConstruction:1;

It **was** set to **true** and actor just avoided AActor::FinishSpawning()

Use **false** even if you spawn actor from c++

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**Author:** ![L0v0lup](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@L0v0lup](https://forums.unrealengine.com/u/L0v0lup)\
**Post date:** [July 29, 2026, 6:25pm UTC](https://forums.unrealengine.com/t/overlapping-not-registered-when-actor-is-spawned/508189/34 "2026-07-29T18:25:03Z")

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Youre the king \<3 This worked

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