Overlap Warden - Clears the Unreal Overlap Flags That Can Never Fire, Then Re-Scans to Prove It
An Unreal Engine 5 plugin from Core Systems Asset Factory. Made with Unreal Engine. Paid.
Overlap Warden - Clears the Unreal Overlap Flags That Can Never Fire, Then Re-Scans to Prove It is an Unreal Engine 5 plugin for Unreal Engine, paid.
Its title or description names Unreal Engine 5.
Every component with bGenerateOverlapEvents set is paying broadphase bookkeeping every time it moves. On a real project, a large share of them can never raise an overlap at all. The flag defaults on for many component types.
An artist sets a decorative mesh to NoCollision, the mesh stops being able to overlap anything, and the flag stays exactly where it was — invisible in the Details panel unless you already know to look. Nothing in the editor surfaces it, so it accumulates for the entire life of the project. Switching it off by hand means knowing that nothing, anywhere, consumes that overlap.
Nobody can know that by inspection, so nobody touches it. Overlap Warden proves it, per component, and only where the proof needs no guesswork.
The proof is the engine's own condition, not our opinion of it Unreal raises an overlap for a component only when both of these hold: GetGenerateOverlapEvents() && IsQueryCollisionEnabled() Overlap Warden clears the flag only where query collision is disabled — components for which the engine could never have dispatched an overlap in the first place.
Clearing those cannot change behaviour, because there was no behaviour there to change.
AI disclosure, as the store page states it: AI Assisted, Code, Graphics
Paid · Get it on itch.io. Files, screenshots and the full description are on the store page.