AActor::GetOverlappingComponents
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Populates an output array with all UPrimitiveComponents from other actors that are currently overlapping any component of this actor. The array is reset before population.
Signature
void GetOverlappingComponents(TArray<UPrimitiveComponent*>& OverlappingComponents) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OverlappingComponents | TArray<UPrimitiveComponent*>& | Output array filled with components currently overlapping any component of this actor. | — |
Return Type
void Caveats & Gotchas
- • Returns components from *other* actors — not this actor's own components.
- • Requires at least one component on this actor to have 'Generate Overlap Events' enabled.
- • A TSet overload is available in C++ if you need to avoid duplicate entries.
Example
Log all overlapping components C++
TArray<UPrimitiveComponent*> Overlapping;
GetOverlappingComponents(Overlapping);
for (UPrimitiveComponent* Comp : Overlapping)
{
UE_LOG(LogTemp, Log, TEXT("Overlapping: %s"), *Comp->GetName());
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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