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Spawn Trigger Volume?


I am trying to make a simple blueprint that, once the player has triggered x number of events, the game will enter a sort of "phase 2" and spawn new trigger volumes.

Basically, the player walks around the environment, runs into trigger volumes which trigger audio to play, and continues until they found all of these events. Then, the new round of trigger volumes would need to spawn.

I am quite new at this so any bit of advice is appreciated!

Here is what I have so far... Basically I am trying to set booleans for the trigger volumes that are already in game. Then the script would check using the array to see if all of these values were true. If true, spawn phase 2 trigger volumes. As you can tell I got a bit lost...

Thanks for any advice!

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asked Dec 03 '14 at 12:24 AM in Blueprint Scripting

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2 answers: sort voted first

What I do when doing similar things is set the triggers to get destroyed after they've served their purpose. To bring in the new trigger volumes, I pre-place them in the world but underneath the floor. I attach them to a matinee movement track and when I want I play the matinee that brings all the triggers that I want up.

Hope this cheap trick helps :P

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answered Dec 03 '14 at 05:34 AM

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avatar image Briby Dec 04 '14 at 01:53 AM

That seems to work well enough! I ended up ditching arrays because I couldn't figure it out and booleans on their on work fine. Thanks!

avatar image Mortusnyte Dec 04 '14 at 09:43 AM

Np, glad to help. You might want to look into Gates and Multi-gates also instead of booleans, in some cases it might work better. I tried to make a quick BP that sounds like what you are trying to do. After passing through all the triggers, the next set of triggers get activated. Using this method allows for activating the triggers in any order.

The transport event was just used to keep everything on screen without having a connection running across. alt text

Using the collision instead of matinee is probably a bit faster too now that I think about it.

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An alternative is to have them in the level, and only activate their overlap property once the conditions have been met, via variable. You can also destroy the previous ones when this happens, with one fell swoop.

Nothing wrong with the other answer; I always find multiple perspectives and options to be useful in case the scenario evolves in a way that calls for a different approach.

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answered Dec 04 '14 at 01:57 AM

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DG Gage
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avatar image Mortusnyte Dec 04 '14 at 09:10 AM

True. I had helped on a similar question but used collision to activate/deactivate the triggers. Yet another way to do it I love UE4 :P

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