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AActor::ReceiveActorEndOverlap

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

Description

Blueprint event fired when this actor stops overlapping another actor. Paired with ReceiveActorBeginOverlap to track the full overlap lifecycle.

Caveats & Gotchas

  • This event is NOT guaranteed to fire if the overlapping actor is destroyed or its collision is disabled while overlap is active. Always guard against stale actor pointers when using the overlap pair for game logic.
  • Like ReceiveActorBeginOverlap, bGenerateOverlapEvents must be true on both actors' components. Changing this flag mid-overlap will suppress the end event.
  • In C++, prefer overriding NotifyActorEndOverlap() — ReceiveActorEndOverlap is the Blueprint dispatch point called from that virtual.

Signature

ENGINE_API void ReceiveActorEndOverlap(AActor* OtherActor)

Parameters

Name Type Description Default
OtherActor AActor* The other actor that stopped overlapping this actor.

Return Type

void

Examples

Restore character visibility when the overlap ends 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 Restore character visibility when the overlap ends
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 NotifyActorEndOverlap C++
void ATriggerZone::NotifyActorEndOverlap(AActor* OtherActor)
{
    Super::NotifyActorEndOverlap(OtherActor);
    TrackedActors.Remove(OtherActor);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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