Beam emitter line trace -> seperate events

Hi,

I am Tim and currently making a puzzle level for my level design course. I created a laser beam particle that interrupts when a solid object is place in front of it. Possibly I want it to be projected from it. And if the player collides with the beam, he has to move back to a spawning location - this is which I cannot get working.

This is the first time I’m doing anything like visual scripting and I have never programmed before either, so I am an absolute noob. I have managed to set up a line trace I’ll show via screen shots:

So the note actor is used as a source and animated via matinee. The source of the particle emitter is set as actor. The target is set as ‘user set’.

I think I need to set something with a branch in condition. The problem I am encountering is that the first branch always returns a true statement because it is always colliding. I can’t figure out how to separate i.e. a wall from the player controller.

I think I won’t have much issue spawning a particle emitter to the collision point. Unless there is an easier way.

So to clarify:

-The beams are already moving

-The beams are intersected by an actor such as a pillar or box with physics checked.

-I cannot get the beams to ‘kill’, i.e. teleport the player.

As you can see the line tracing is working and the beam is interrupted when passing the column in the centre.

Thanks for any responses in advance!

Kind regards,

Tim

Hey Prednisone -

You will need another line trace set up the same way, but instead of visibility test for Pawn actors, should be able to use the Line Trace by Object and set the object to your Pawn Class. This way it will only register as true if the pawn is hit in the Line trace and if true then use your teleport.

Thank You

Eric Ketchum