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AActor::OnActorEndOverlap

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

Description

Multicast delegate fired when another actor stops overlapping this actor. Pair with OnActorBeginOverlap to track when actors enter and exit an overlap region.

Caveats & Gotchas

  • Like OnActorBeginOverlap, both actors must have bGenerateOverlapEvents enabled for this to fire. If only the begin event fires but end never does, check the other actor's overlap settings.
  • EndOverlap is also called when either actor is destroyed while still overlapping — handle the case where OtherActor may be pending kill by checking IsValid(OtherActor) at the start of the handler.
  • When an actor is teleported rather than moved continuously, the engine may not always generate matching Begin/End pairs; test sweep-based teleports carefully.

Signature

UPROPERTY(BlueprintAssignable, Category="Collision")
FActorEndOverlapSignature OnActorEndOverlap

Examples

Show an actor again when the player leaves the overlap zone Blueprint
Event Actor End Overlap Other Actor Cast To AMyCharacter Object Cast Failed As My Character As My Character Set Actor Hidden In Game Target is Actor Target New Hidden false
Edit Blueprint graph Show an actor again when the player leaves the overlap zone
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Bind end-overlap to reset a trigger C++
void AMyTrigger::BeginPlay()
{
	Super::BeginPlay();
	OnActorEndOverlap.AddDynamic(this, &AMyTrigger::HandleOverlapEnd);
}

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

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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