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Unreal Engine 5 · Blueprint → C++

Set Generate Overlap Events in Unreal Engine 5 C++UE Docs

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

Blueprint node & C++ equivalent

C++
MyComponent->SetGenerateOverlapEvents(true);

What does Set Generate Overlap Events do?

It toggles whether a component produces overlap events at all. Even with the correct collision response, OnComponentBeginOverlap and OnComponentEndOverlap will not fire unless this is enabled on the component.

It is effectively the gate that turns overlap tracking on or off for that component without changing its collision response.

How to use it in C++

Call MyComponent->SetGenerateOverlapEvents(true);, usually in the constructor or BeginPlay, before relying on overlap delegates. Pass false to stop the component from generating overlaps, which is a cheap way to mute a trigger temporarily.

For overlaps to actually register, both the overlapping component and the one being overlapped generally need this enabled, with their channel responses set to Overlap.

Frequently asked questions

Why are my overlap events not working in UE5 C++?+

The most common cause is missing SetGenerateOverlapEvents(true) on the component. Without it, overlap delegates never fire even when the collision response is set to Overlap.

Do both components need SetGenerateOverlapEvents enabled?+

Generally yes. For a reliable overlap, enable overlap event generation on both the moving component and the volume, and ensure at least one responds to the other with Overlap.

Related Collision & Overlap nodes

View all Collision & Overlap nodes →