Overlapping not triggering on dynamic toggled collision
I have a simple test set up here. Upon overlapping with a player, the trigger on the right toggles the collision of the plane, which is a staticmesh component of a blueprint actor. The trigger on the left overlaps all and is set up to a print string upon overlapping with any collision. This trigger responds properly when it detects a player, however, toggling the collision of the mesh during gameplay doesn't seem to generate overlap events. All the flags seem to be set right on both of these. Why doesn't toggling the meshes collision generate overlap events?
asked Oct 17 '14 at 03:45 AM in Blueprint Scripting
I believe the issue that you are experiencing is due to the fact that the object is already inside the volume and so no overlap is "beginning" the volume is looking for something that is not in it to enter it (the overlap never began, it just always was). This is why the player works but the object does not (because the pawn enters later).
If you could explain to me exactly what you are trying to do, I may be able to provide an alternate method. I hope this answers your question.
answered Oct 17 '14 at 03:00 PM
Rudy Q ♦♦ STAFF
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