RealDocs

AActor::NotifyActorBeginOverlap

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

Description

Called when any component of this actor begins overlapping any component of another actor. Override to respond to actor-level overlap begin events in C++.

Caveats & Gotchas

  • Both actors' overlapping components must have bGenerateOverlapEvents set to true, otherwise this notification is never sent. This is the most common reason overlaps are silently missed.
  • NotifyActorBeginOverlap fires once per unique actor pair, not once per overlapping component pair. If two components on the same pair of actors begin overlapping simultaneously, this is still called only once.
  • On clients in a networked game, overlap events are driven locally by the physics simulation; they are not replicated. You may see overlap events on clients that never fire on the server and vice versa.

Signature

ENGINE_API virtual void NotifyActorBeginOverlap(AActor* OtherActor);

Parameters

Name Type Description Default
OtherActor AActor* The other actor whose component began overlapping a component of this actor.

Return Type

void

Example

Override to detect player entry C++
void AMyTriggerActor::NotifyActorBeginOverlap(AActor* OtherActor)
{
	Super::NotifyActorBeginOverlap(OtherActor);
	if (ACharacter* Character = Cast<ACharacter>(OtherActor))
	{
		ActivateTrigger(Character);
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.