/** Delegate for notification of start of overlap with a specific component */ DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_SixParams( FComponentBeginOverlapSignature, UPrimitiveComponent, OnComponentBeginOverlap, UPrimitiveComponent*, OverlappedComponent, AActor*, OtherActor, UPrimitiveComponent*, OtherComp, int32, OtherBodyIndex, bool, bFromSweep, const FHitResult &, SweepResult );
/** * Event called when something starts to overlaps this component, for example a player walking into a trigger. * For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. * * @note Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events. * @note When receiving an overlap from another object's movement, the directions of 'Hit.Normal' and 'Hit.ImpactNormal' * will be adjusted to indicate force from the other object against this object. */ UPROPERTY(BlueprintAssignable, Category="Collision") FComponentBeginOverlapSignature OnComponentBeginOverlap;
/** * Called when another actor begins to overlap this actor, for example a player walking into a trigger. * For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. * @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. */ UPROPERTY(BlueprintAssignable, Category="Collision") FActorBeginOverlapSignature OnActorBeginOverlap;
/** * Event when this actor overlaps another actor, for example a player walking into a trigger. * For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. * @note Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. */ virtualvoidNotifyActorBeginOverlap(AActor* OtherActor);