x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Best way to detect collisions between player and object?

So I'm having an issue where I can't seem to actually detect collisions between the player and an object I created.

This is my first time in Unreal so this is probably an easy fix if you know what you're doing. I'm using the third person blueprint and I want to have an event take place, specifically a destroy event, when the player walks into a ball I created. The ball has its own blueprint, a static mesh, physics, and a projectileMotion. I want this event to take place in the MyCharacter blueprint, so how do I effectively find out when the player runs into the ball? Overlap? how do I call the ball from the character blueprint?

Product Version: Not Selected
Tags:
more ▼

asked Jan 20 '15 at 09:30 AM in Blueprint Scripting

avatar image

logangamedev
0 1 2 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Create a box trigger in that ball and Try to use eventbeginoverlapp > your action

This is the basic setup to do this.

more ▼

answered Jan 20 '15 at 09:57 AM

avatar image

buscas31
192 28 26 39

avatar image buscas31 Jan 20 '15 at 10:55 AM

And if you want a refference on how to use EventBeginOverlap, follow this link:

Validation in Blueprint

avatar image logangamedev Jan 20 '15 at 02:09 PM

But how do I attatch the box to my ball. I throw the ball and the box just falls from where the ball was spawned rather then traveling with the ball.

avatar image Roccinio Jan 20 '15 at 02:14 PM

From within the blueprint. Add component, box.

avatar image logangamedev Jan 20 '15 at 02:25 PM

alt text Here is the ball... alt text Add component box... Then if I toss the ball, this is the result... alt text I just want the box to stay in the same position attatched to the ball

1.png (570.0 kB)
2.png (518.1 kB)
3.png (488.7 kB)
avatar image buscas31 Jan 20 '15 at 03:33 PM

I think you don´t understand me....When i say "Box trigger" i mean :

Viewport >>> add Volumes > Trigger

Drop the trigger in your level at ball position, and adjust it to size of your ball...then, *Create" one blueprint actor, open it, go to "Graph" minimize the blueprint, select your trigger in viewport, and go back to the Graph in blueprint and right click type in the search text "Overlap" and select EventBeginOverlap....and set the node beginoverlap to the next action....or event....

However, pay attention to this: you nedd a basic knowledge in Blueprint script to do this works....If you need, are many tutorials in blueprint to you acquire some knowledge about blueprints:

Blueprint

avatar image buscas31 Jan 20 '15 at 03:36 PM

And if you fail with the above instructions, follow this tutorial below:

Destroy Actor / BluePrint

I hope this help.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question