- Create a Third Person template project
- Enable Geometry Script plugin then restart
- Create and open a new Blueprint Actor
- Add a Dynamic Mesh component
- Set the Dynamic Mesh's collision type to 'Use Complex Collisions As Simple'
- Enable Complex Collision
- Set Collision Presets to 'Overlap All'
- In the construction script:
- Get a reference to the Dynamic Mesh
- Off the reference create a 'Get Dynamic Mesh' node and connect the execution input pin to the 'Construction Script' node
- Off the 'Get Dynamic Mesh' node's Return Value create an 'Append Box' node
- Set the Dimension X, Y, and Z to 500.0
- Connect up the Execution Pins
- In the Event Graph create an 'On Component Begin Overlap(Dynamic Mesh)' node
- Drag off the 'Other Actor' output pin then create a 'Cast To BP_ThirdPersonCharacter' node
- Drag off the Execution output pin then create ' Print String' node then set the In String to "Overlapping"
- In the Event Graph create an 'On Component End Overlap(Dynamic Mesh)' node
- Drag off the 'Other Actor' output pin then create a 'Cast To BP_ThirdPersonCharacter' node
- Drag off the Execution output pin then create ' Print String' node then set the In String to "Overlap Ended"
- Compile, Save, and Close the Blueprint
- Place the Blueprint Actor in the level so that the player character could walk inside of it without overlapping the bottom of the cube
- Play in Editor
- Overlap the Cube then move through the cube until the End Overlap event fires
Expected Results:
The End Overlap event won't fire until the character has moved completely through/out of the cube.
Actual Results:
The End Overlap fires when the character stops Overlapping the side of the cube even though the character is inside the cube. This is different behavior than Static Meshes, or Collision Volumes.