AActor::ReceiveActorBeginOverlap
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintImplementableEvent
Description
Blueprint event fired when this actor begins overlapping another actor. For blocking collision hits (e.g. a player walking into a wall), use ReceiveHit instead.
Caveats & Gotchas
- • Both this actor and the other actor must have at least one component with bGenerateOverlapEvents enabled — if either side has it disabled, this event will never fire.
- • In C++, override NotifyActorBeginOverlap() rather than this function. ReceiveActorBeginOverlap is the Blueprint-facing entry point dispatched by NotifyActorBeginOverlap.
- • Overlap events are not generated during gameplay if the actor's collision is disabled or if the overlap channel response is set to Ignore.
Signature
ENGINE_API void ReceiveActorBeginOverlap(AActor* OtherActor) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| OtherActor | AActor* | The other actor that began overlapping this actor. | — |
Return Type
void Examples
Hide the overlapping character when the overlap begins
Blueprint
Override in C++ via NotifyActorBeginOverlap C++
void AMyActor::NotifyActorBeginOverlap(AActor* OtherActor)
{
Super::NotifyActorBeginOverlap(OtherActor);
if (AMyCharacter* Character = Cast<AMyCharacter>(OtherActor))
{
// Trigger pickup, trap, etc.
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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