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AActor::ReceiveActorBeginOverlap

function Engine Blueprint Since 4.0
#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
Event Actor Begin 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 true
Edit Blueprint graph Hide the overlapping character when the overlap begins
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Override in C++ via NotifyActorBeginOverlap C++
void AMyActor::NotifyActorBeginOverlap(AActor* OtherActor)
{
    Super::NotifyActorBeginOverlap(OtherActor);
    if (AMyCharacter* Character = Cast<AMyCharacter>(OtherActor))
    {
        // Trigger pickup, trap, etc.
    }
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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