{ }Blueprint → C++

Unreal Engine 5 Collision & Overlap Nodes in C++

Collision and overlap drive most gameplay interactions in Unreal Engine 5: triggers, pickups, damage volumes, projectiles, and physics impacts. In Blueprints these come from event nodes like Event On Component Begin Overlap and Event On Hit, plus configuration nodes such as Set Collision Enabled and Set Collision Response to Channel. This category maps each of those Blueprint nodes to its exact C++ equivalent on UPrimitiveComponent and AActor. You will see the real delegates (OnComponentBeginOverlap, OnComponentHit), how to bind UFUNCTION() handlers with AddDynamic, and the enums (ECollisionEnabled, ECollisionResponse, ECollisionChannel) that control how an actor responds to the world.

8 nodes in this category.

Event On Component Begin Overlap

The Blueprint Event On Component Begin Overlap maps to the OnComponentBeginOverlap multicast delegate on UPrimitiveComponent. Bind a UFUNCTION() handler with AddDynamic to react when another component enters this one.View C++ equivalent →

Event On Component End Overlap

The Blueprint Event On Component End Overlap corresponds to the OnComponentEndOverlap delegate on UPrimitiveComponent, fired when another component stops overlapping this one.View C++ equivalent →

Event On Actor Begin Overlap

The Blueprint Event On Actor Begin Overlap maps to the OnActorBeginOverlap delegate on AActor. It fires at the actor level when any of its components begins overlapping another actor.View C++ equivalent →

Event On Hit

The Blueprint Event On Hit maps to the OnComponentHit delegate on UPrimitiveComponent. It fires on a blocking physics collision and requires SetNotifyRigidBodyCollision(true).View C++ equivalent →

Set Collision Enabled

The Blueprint Set Collision Enabled node maps to UPrimitiveComponent::SetCollisionEnabled, which takes an ECollisionEnabled value such as QueryAndPhysics, QueryOnly, PhysicsOnly, or NoCollision.View C++ equivalent →

Set Collision Response to Channel

The Blueprint Set Collision Response to Channel node maps to UPrimitiveComponent::SetCollisionResponseToChannel, which sets how a component reacts to a specific ECollisionChannel using ECR_Ignore, ECR_Overlap, or ECR_Block.View C++ equivalent →

Get Overlapping Actors

The Blueprint Get Overlapping Actors node maps to GetOverlappingActors, available on both UPrimitiveComponent and AActor. It fills a TArray<AActor*> with everything currently overlapping.View C++ equivalent →

Set Generate Overlap Events

The Blueprint Set Generate Overlap Events node maps to UPrimitiveComponent::SetGenerateOverlapEvents. Call SetGenerateOverlapEvents(true) so begin and end overlap events fire.View C++ equivalent →