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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