Sweep overlap collision confusion

Hi, I’m trying to get an actor to detect when it overlaps another actor, but I’m not getting the results I expect.

Actor 1 is a child of Pawn class and moves via a Timeline updating its location (sweep = on, static mesh set for overlap is root). Actor 2 is static (no movement). When Actor 1 overlaps Actor 2, no overlap is detected by either actor (tried detecting using every method).

BUT, if I add any movement to Actor 2 (eg: Timeline moving it 1 unit back and forth in X) - the overlap IS detected by both actors. ALSO, if I move Actor 2 so that it overlaps a static Actor 1 - the overlap is also detected.

I must be missing something obvious here…?

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If you’re looking for overlap, I’d use collision volumes, rather than the meshes themselves.

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Sorry, should have been clearer. Actor 2 is a collision volume, Actor 1 is a static mesh.

I think actor1 was a pawn? I still think it would work fine if they both had collision volumes :slight_smile:

Hah, yes it is a Pawn BP but the root component is a SM that has the collision settings.

But anyways - yes, your solution works - adding a collision component with the relevant settings to Actor 1 works to detect the overlap with Actor 2. I did not know this was a limitation and now have another feather in my cap. Thank you!

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I think meshes are easier to work with ‘hit’ events, whereas collision volumes for overlap.

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Thank you, filed for future ref!

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