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AActor::ClearComponentOverlaps

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public

Description

Dispatches EndOverlap for all active overlaps on all of this actor's primitive components. Primarily used internally when removing an actor from the world.

Caveats & Gotchas

  • Calling this manually during gameplay will fire EndOverlap notifications on all currently overlapping actors — this can cause unintended state changes in code that tracks overlaps (e.g. trigger zones that remove actors from a list on EndOverlap).
  • After the call, the overlap tracking state is cleared but the actor is not destroyed. Any subsequent movement that re-enters overlapping geometry will re-fire BeginOverlap as if fresh.

Signature

ENGINE_API void ClearComponentOverlaps()

Return Type

void

Example

Engine internal usage pattern C++
// Engine calls this before removing an actor from the level
// You typically do NOT call this yourself — it is part of the destroy path.
// If you need to force-reset overlaps, prefer teleporting the actor away
// and back rather than calling ClearComponentOverlaps() directly.
Actor->ClearComponentOverlaps();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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