I couldn’t find the answer to this one.
What is happening.
If you right click on a Streaming Volume in the World Outliner, you can add an OnActorBegin(End)Overlap collision events to your Level Blueprint for that Streaming Volume.
If you right click in the Blueprint Editor with the Streaming Volume selected and the Context Sensitive checked or unchecked, you will not find a way to add an OnActorBegin(End)Overlap collison event to your blueprint for the selected Streaming Volume.
When the game runs, the Streaming Volumes do not register an overlap event, even if the nodes are present in the Level Blueprint.
What I want to accomplish
When I enter/exit a Streaming Volume I want to be able to toggle a Bool in my Blueprint. (as shown in the image)
The use of this Bool is to keep track in which Streaming Volume the player is in, which in return determines the name of the Streaming Level the player is in, since the GetCurrentLevelName only returns the name of the Persistent level (unless I am missing something).
The questions.
Can the GetCurrentLevelName node retrieve the name of a single or multiple streaming levels? Is there another node that accomplishes this?
Can we or can we not use OnActorOverlap collision events with Streaming Volumes?
They register collision events, since that is how they load the streaming levels assigned to them, so it should be possible.
Do I have to change something in the collision settings of my Character?
Is there another way to get the name of the Streaming Level/Levels the player is currently in using only Blueprints? (If not a C++ solution is also welcome)
Thank you in advance.