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void ALightSwitchTrigger::OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
    if (OtherActor && (OtherActor != this) && OtherComp)
    {
        ToggleLight();
    }
}

void ALightSwitchTrigger::OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
    if (OtherActor && (OtherActor != this) && OtherComp)
    {
        ToggleLight();
    }
}
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "LightSwitchTrigger.generated.h"

UCLASS()
class UNREALCPP_API ALightSwitchTrigger : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ALightSwitchTrigger();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// declare point light comp
	UPROPERTY(VisibleAnywhere, Category = "Light Switch")
	class UPointLightComponent* PointLight;

	// declare sphere comp
	UPROPERTY(VisibleAnywhere, Category = "Light Switch")
	class USphereComponent* LightSphere;

	// declare light intensity variable
	UPROPERTY(VisibleAnywhere, Category = "Light Switch")
	float LightIntensity;
	
	// declare overlap begin function
	UFUNCTION()
	void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);

	// declare overlap end function
	UFUNCTION()
	void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);

	// declare ToggleLight function
	UFUNCTION()
	void ToggleLight();
};
void ALightSwitchTrigger::ToggleLight()
{
    PointLight->ToggleVisibility();
}

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