Follow the previous recipe to get an understanding of casting an
Actor pointer to an Interface pointer.
Note that as this recipe relies on the casting technique used in the previous recipe, it will only work with objects that implement the interface using C++ rather than Blueprint. This is because Blueprint classes are not available at compile time, and so, technically, don't inherit the interface.
Actorclass using the editor wizard. Call it
BoxComponentto the new
UPROPERTY() UBoxComponent* CollisionComponent;
virtualfunctions in the header:
virtual void NotifyActorBeginOverlap(AActor* OtherActor) override; virtual ...