What do these function arguments do?

This seem to be overlap start or end event

HitComp - Component that got hit (in actor that this function is executed))

OtherActor - Actor that hit (in Ue4 terminology, other = something that triggered event)

OtherComp - Component that hit

BodyIndex - not sure exactly but i guess it a body index that got hit

bFromSweep - is it hit from sweep function (collision detection function, not sure if this include line traces)

SweepResult - if yes, this contains result data of that sweep

So I’m using this function:

void Prox(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 BodyIndex, bool bFromSweep, const FHitResult &SweepResult);


AActor::Prox_Implementation(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 BodyIndex, bool bFromSweep, const FHitResult &SweepResult)
{

}

And I know how to use it in simple ways, but what are the arguments filled with?

The reason I am asking is because I want to see if my object is more in one square or another, and I have a feeling something in this function can help me do this. What I am doing is using little blocks for a grid and if my object I am moving is more in one square I want to move it there, if it’s more inside another I want to move it there.

sorry if this is confusing I don’t really know how to ask this question

I have like 30 blueprints using this class to inherit from, and they’re all testing to see if a block is overlapping. I want the block to move to the square it is most inside of.

Thanks! Exactly what I was looking for