AActor::GetOverlappingActors
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Populates an array with all actors currently overlapping any component of this actor. Does not include the actor itself.
Signature
void GetOverlappingActors(TArray<AActor*>& OverlappingActors, TSubclassOf<AActor> ClassFilter = nullptr) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OverlappingActors | TArray<AActor*>& | Output array filled with actors currently overlapping this actor. | — |
| ClassFilter | TSubclassOf<AActor> | If set, only actors of this class or subclasses are included. | nullptr |
Return Type
void Caveats & Gotchas
- • Only works if at least one component on this actor has 'Generate Overlap Events' enabled.
- • Results reflect the overlap state at the time of the call, which is updated at the end of each physics tick. During BeginOverlap/EndOverlap callbacks the list may not yet reflect the event that fired.
- • The UnsafeDuringActorConstruction restriction means calling this in the constructor or OnConstruction will assert in debug builds.
Example
Find all pawns overlapping a trigger volume C++
TArray<AActor*> Overlapping;
GetOverlappingActors(Overlapping, APawn::StaticClass());
for (AActor* Actor : Overlapping)
{
APawn* Pawn = Cast<APawn>(Actor);
// process pawn
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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