AActor::ReceiveActorEndOverlap
#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
Override in C++ via NotifyActorEndOverlap C++
void ATriggerZone::NotifyActorEndOverlap(AActor* OtherActor)
{
Super::NotifyActorEndOverlap(OtherActor);
TrackedActors.Remove(OtherActor);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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