Hi, i made the ATriggerVolume class blueprintable to be able to create a child class in blueprints (BP_CustomTrigger).
I added my overlap implementations in the event graph and some other stuff in the BeginPlay.
I placed a BoxBrush in my level and shaped it like i needed to, after that i used the “Convert Actor” menu in the details tab to convert it into a BP_CustomTrigger.
Everything works as i expected to, i go hit play and all code runs normally.
After all of that, whenever i click compile inside BP_CustomTrigger from the editor, the overlaps stop working.
What happens behind the scenes when i compile the child class that breaks the collision of the brush components set up in the levels?
I know i can probably work around this by using static meshes instead of volumes but that’s not the point of this question.