Hi there,
In the case of the game I’m working on, the BeginOverlap/EndOverlap event detects the player about 80% of the time.
I’m implementing a hint system where if a player gets close to an item they can use, a hint will appear on the HUD telling them what they can do. However, during play tests, the players would approach and walk away from an object so quickly that Unreal Engine either didn’t detect BeginOverlap or, even worse, it would show the hint but not hide it when the player moved away because the EndOverlap event didn’t fire.
Sometimes it also happened that when the player was on the edge of the trigger box that was supposed to activate the hint, the event would fire or not, depending on how the player was positioned - as if the player was not a capsule for the trigger but an irregular object in which, for example, some part protrudes and manages to activate the trigger, although most of it is beyond the trigger’s range.
I’ve looked through the Third Person Character settings multiple times and neither the player character’s weapons nor his hands, which are the only objects sticking outside the capsule, have collision enabled.
My Third Person Character capsule collision settings are this:
So my question is: is it just the way Unreal is that sometimes that it detects Overlap events and sometimes it doesn’t, or do I need to change something in the collision settings of Third Person Character?
Hi. It’s enabled. And it works perfectly as long as the player “calmly” approaches the trigger.
But I’ve seen test players run toward the trigger, or jump toward it (which has a large range) and the event failed to detect them.
Of course, the solution could be to base player detection on a tick (even if fired every 0.25 seconds) checking if the player is still overlapping the trigger box (because then even if the trigger box failed to register the beginning of overlapping, it’ll catch the player while he’s still inside the trigger), but I’d rather avoid that considering a possible number of such objects on a level.
Not totally sure, but you might be misinterpreting your observations. Could you provide videos showcasing the issue? If you can’t upload them on this platform, you can upload them to YouTube and share their links.
Based on your explanation, to me, it sounds like when a player goes through the said collision quickly, your hint HUD would appear and disappear quickly as well. Maybe your objective is to set a timer with your end overlap event and hide the hint when it’s over.
I think this is due to the same reason, when end overlap event gets triggered soon after begin overlap.