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
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();
}
}
}