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AActor::OnActorBeginOverlap

property Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UPROPERTYBlueprintAssignable

Description

Multicast delegate fired when another actor begins overlapping this actor. Bind to this in Blueprint or C++ to respond to overlap entry events without subclassing.

Caveats & Gotchas

  • Both this actor's components and the overlapping actor's components must have bGenerateOverlapEvents = true (or Generate Overlap Events in the editor) for this delegate to fire. A common setup mistake is enabling it only on one side.
  • This fires at the actor level — for more granular per-component overlap info (which component specifically was hit), use UPrimitiveComponent::OnComponentBeginOverlap instead.
  • Not called during level streaming load unless bGenerateOverlapEventsDuringLevelStreaming is true on this actor.

Signature

UPROPERTY(BlueprintAssignable, Category="Collision")
FActorBeginOverlapSignature OnActorBeginOverlap

Examples

Destroy a projectile when it overlaps an enemy character Blueprint
Event Actor Begin Overlap Other Actor Cast To AEnemyCharacter Object Cast Failed As AEnemy Character As AEnemy Character Destroy Actor Target is Actor Target
Edit Blueprint graph Destroy a projectile when it overlaps an enemy character
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Bind to overlap in BeginPlay C++
void AMyTrigger::BeginPlay()
{
	Super::BeginPlay();
	OnActorBeginOverlap.AddDynamic(this, &AMyTrigger::HandleOverlapBegin);
}

void AMyTrigger::HandleOverlapBegin(AActor* OverlappedActor, AActor* OtherActor)
{
	UE_LOG(LogTemp, Log, TEXT("%s entered trigger"), *OtherActor->GetName());
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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