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UPrimitiveComponent::OnComponentEndOverlap

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

Description

Delegate fired when a previously overlapping component stops overlapping. Paired with OnComponentBeginOverlap.

Signature

FComponentEndOverlapSignature OnComponentEndOverlap

Parameters

Name Type Description Default
OverlappedComponent UPrimitiveComponent* This component.
OtherActor AActor* The actor that stopped overlapping.
OtherComp UPrimitiveComponent* The specific component on the other actor.
OtherBodyIndex int32 Index of the physics body.

Caveats & Gotchas

  • Also fires when the overlapping actor is destroyed mid-overlap — OtherActor may be invalid (pending kill) when the event fires. Always IsValid() check.
  • Does not fire if the component itself is destroyed. Cleanup logic that depends on end-overlap should be placed in EndPlay/BeginDestroy as a fallback.

Example

Restore speed on exit C++
void ASpeedZone::OnOverlapEnd(UPrimitiveComponent* Comp, AActor* OtherActor,
	UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	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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