I have a 3rd person template scene in Unreal 5.6, where I’ve set up an input action to print the name of the actor I overlap when I press F. I’m using a Sphere Overlap Actors node, with the Make Array node set to the World Dynamic type.
It prints the name of blueprints I’ve built just fine, but for some reason, it prints the name of the base floor in the scene. I understand the floor is a World Static type, so why is it printing when I trigger my action? I also have a debug sphere so I can visualize the collision radius.
I don’t get this at all, because both the green platform (cylinder mesh) and the surrounding platforms look like they’re they have the same collision settings, but they won’t print when I press the F key even though they’re in range of the sphere.
Ok I’ve just tested it that should not return any hit on WorldDynamic.
I realised that the screenshot of the floor above was the SM and not the instanced actor in the level, can you look for the collision set up in Level as such:
I see!! This solved it! But then, I’m curious why the mesh itself is static and then the instance is dynamic. Is it similar to materials where you can set a default but then override it?