title: USphereComponent and Overlap Events
body: <p>I seem to be misunderstanding how to implement overlap events on my components. I've created a USphereComponent to follow my character. It's designed to fire overlap events on other nearby Actors that are within the player's reach:</p>
  <pre><code>AScrollsCharacter::AScrollsCharacter()
  {
      ...Redacted irellevant code...
  
      //Create activate trigger radius
      USphereComponent* activateRadius = CreateDefaultSubobject&lt;USphereComponent&gt;(TEXT(&quot;Activate Radius&quot;));
      activateRadius-&gt;InitSphereRadius(ACTIVATE_RADIUS);
      activateRadius-&gt;bGenerateOverlapEvents = true;
      activateRadius-&gt;SetupAttachment(RootComponent);
      activateRadius-&gt;SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap);
      activateRadius-&gt;OnComponentBeginOverlap.AddDynamic(this, &amp;AScrollsCharacter::OnOverlapActivateSphere);
      activateRadius-&gt;bHiddenInGame = false;
  }
  
  void AScrollsCharacter::OnOverlapActivateSphere(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult&amp; SweepResult)
  {
      GEngine-&gt;AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT(&quot;We got a collision.&quot;));
  }
  </code></pre>
  <p>The sphere component attaches without error, and the radius is drawn on screen at the correct size. However, when I bring the radius towards other actors in game and cause them to overlap, the event doesn't appear to be firing.</p>
  <p>All actors involved have the the Generate Overlap Events flag set to true.</p>
  <p>Can someone help me understand what I'm missing in this setup?</p>
  <p>Note: The debug bounds of the sphere component are colored orange while in the editor, but turn red when the game is running. Is that color change meaningful?</p>