Update: When I move the “SetSphereRadius” to the BeginPlay function like this:
void USensingComponent::BeginPlay()
{
Super::BeginPlay();
if (SensingSphere)
{
SensingSphere->SetSphereRadius(sensingSphereRadius, true);
}
else
{
UE_LOG(LogTemp, Error, TEXT("Could not create SensingComponent's sensing sphere."));
}
}
The BeginOverlap events now DO fire… But it does not matter anymore how large the SensingSphere’s radius is - they always fire (even if the radius if 0.0f)… :o
I’d greatly appreciate if anyone can make sense of this…