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UPrimitiveComponent::OnComponentBeginOverlap

property Engine Blueprint Since unknown
#include "Components/PrimitiveComponent.h"
Access: public Specifiers: UPROPERTYBlueprintAssignable

Description

Delegate fired when another component begins overlapping this component. Requires both components to have overlap responses enabled for the relevant channels.

Caveats & Gotchas

  • Both components must respond to each other's object type with ECR_Overlap (not ECR_Block or ECR_Ignore) for the event to fire.
  • Actor-level overlap events (AActor::OnActorBeginOverlap) are fired after the component-level event. Use the component version when you need the specific component reference.
  • Dynamically spawned actors may fire OnComponentBeginOverlap during BeginPlay if they spawn inside an existing overlapping volume — handle this case explicitly.

Signature

FComponentBeginOverlapSignature OnComponentBeginOverlap

Parameters

Name Type Description Default
OverlappedComponent UPrimitiveComponent* This component.
OtherActor AActor* The actor that began overlapping.
OtherComp UPrimitiveComponent* The specific component on the other actor.
OtherBodyIndex int32 Index of the physics body (relevant for skeletal meshes with multiple bodies).
bFromSweep bool True if the overlap was detected via a sweep (movement), false if via a proximity check.
SweepResult const FHitResult& Hit result from the sweep, valid only when bFromSweep is true.

Example

Trigger zone that applies a speed boost C++
void ASpeedZone::BeginPlay()
{
	Super::BeginPlay();
	TriggerVolume->OnComponentBeginOverlap.AddDynamic(this, &ASpeedZone::OnOverlapBegin);
	TriggerVolume->OnComponentEndOverlap.AddDynamic(this, &ASpeedZone::OnOverlapEnd);
}

void ASpeedZone::OnOverlapBegin(UPrimitiveComponent* Comp, AActor* OtherActor,
	UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& Hit)
{
	if (ACharacter* Char = Cast<ACharacter>(OtherActor))
	{
		Char->GetCharacterMovement()->MaxWalkSpeed *= 2.0f;
	}
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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