RealDocs

AActor::UpdateOverlaps

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

Description

Queries the world and refreshes the overlap state for all of this actor's components. Use after teleporting or repositioning an actor without sweep to synchronize overlap tracking.

Caveats & Gotchas

  • This is an expensive operation — it queries physics broadphase for every primitive component on the actor. Avoid calling it every frame; use swept movement (SetActorLocation with bSweep=true) instead where possible.
  • When called with bDoNotifies=false, the internal overlap lists are updated silently, meaning Begin/EndOverlap delegates will not fire even though overlap state has changed. This can leave game logic in an inconsistent state if it relies on those events.

Signature

ENGINE_API void UpdateOverlaps(bool bDoNotifies=true)

Parameters

Name Type Description Default
bDoNotifies bool If true, dispatches BeginOverlap/EndOverlap notifications when overlap state changes. true

Return Type

void

Example

Force overlap re-sync after a non-swept teleport C++
// Teleport without sweep doesn't update overlaps automatically
SetActorLocation(NewLocation, false, nullptr, ETeleportType::TeleportPhysics);
// Re-sync overlap state and fire notifications
UpdateOverlaps();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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