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(); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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