Hello, could somebody help me with OnActorBeginOverlap in C++ ?
It seems the event is not triggered when I use a BoxTrigger Actor (I’ve also tried with a trigger volume without success).
I would like to use an external actor for triggering event.
Regards.
Here is the code:
#pragma once
#include "GameFramework/Actor.h"
#include "LiftActor.generated.h"
UCLASS(Blueprintable)
class ASC_API ALiftActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ALiftActor();
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;
        // External collision volume from scene
	AActor* DownTriggerVolume;
	// Internal calcs
	APlayerController* PlayerController;
	void DownTriggerVolumeOnOverlapBegin(class AActor* OtherActor);
	void DownTriggerVolumeOnOverlapEnd(class AActor* OtherActor);
	UPROPERTY(EditAnywhere, Category = "Debug")
	bool IsInsideDownTriggerVolume;
	class UPointLightComponent* PointLight1;
	void ToggleLight();
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "ASC.h"
#include "LiftActor.h"
// Sets default values
ALiftActor::ALiftActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	
	PlayerController = nullptr;
	PointLight1 = CreateDefaultSubobject<UPointLightComponent>(TEXT("PointLight1"));
	PointLight1->Intensity = 3000;
	PointLight1->bVisible = true;
	RootComponent = PointLight1;
}
// Called when the game starts or when spawned
void ALiftActor::BeginPlay()
{
	Super::BeginPlay();
	
	PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
	if (DownTriggerVolume != nullptr)
	{
		DownTriggerVolume->OnActorBeginOverlap.AddDynamic(this, &ALiftActor::DownTriggerVolumeOnOverlapBegin);
		DownTriggerVolume->OnActorEndOverlap.AddDynamic(this, &ALiftActor::DownTriggerVolumeOnOverlapEnd);
	}
}
void ALiftActor::ToggleLight()
{
	PointLight1->ToggleVisibility();
}
void ALiftActor::DownTriggerVolumeOnOverlapBegin(class AActor* OtherActor)
{
	UE_LOG(LogTemp, Warning, TEXT("Overlap detected!"));
	if (OtherActor == PlayerController)
	{
		ToggleLight();
	}
}
void ALiftActor::DownTriggerVolumeOnOverlapEnd(class AActor* OtherActor)
{
	if (OtherActor == PlayerController)
	{
		ToggleLight();
	}
}
// Called every frame
void ALiftActor::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );
}