// Assuming you have a class or actor that inherits from AActor
// Declare a function signature for the OnOverlapBegin event
UFUNCTION()
void OnOverlapBegin(UPrimitiveComponent* OverlappedComp,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
// In the constructor or BeginPlay function, bind the OnOverlapBegin function to the overlap event
// For example, in the constructor:
AYourActorClass::AYourActorClass()
{
// Set this actor to call Tick() every frame
PrimaryActorTick.bCanEverTick = true;
// Set up the collision component (assuming you have one)
UBoxComponent* BoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxComponent"));
RootComponent = BoxComponent;
// Bind the OnOverlapBegin function to the OnComponentBeginOverlap event
BoxComponent->OnComponentBeginOverlap.AddDynamic(this, &AYourActorClass::OnOverlapBegin);
}
// Implement the OnOverlapBegin function
void AYourActorClass::OnOverlapBegin(UPrimitiveComponent* OverlappedComp,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult)
{
// Your code for what happens when the overlap begins
// This function will be called whenever there is an overlap with the actor's collision component
}