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Projectile range

hi,

I got into Unreal like 2 days ago so I am a total noob to this. I was screwing around with the third person template and wanted to cast a simple fireball on rightclick. The projectile is a simple sphere with fire and smoke particles attached to it and locked on z (took me 2 hours) so it just fires in one direction. Now i want to add a range where I want to trigger an explosion. How can I accomplish this and are there any more tips for me?

This blueprint would just make it invisible when its at the point where I clicked. (doesnt work)

Ty

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asked Mar 09 '15 at 06:50 PM in Blueprint Scripting

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MST5
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Just add a delay after Event Begin Play inside your Projectile Actor. So Instead of using distance to measure how far the projectile has travelled, use time. For Example, if you set the delay to 2 seconds, the projectile will have travelled X distance during that time. So by adjusting the length of the time variable, you can adjust the travel distance of your projectile. When the delay ends, spawn emitter at location (Explosion) and then destroy actor.

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answered Mar 09 '15 at 08:22 PM

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Mortusnyte
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avatar image Mortusnyte Mar 09 '15 at 08:23 PM

You can also set a Hit Event inside your projectile, so that if it hits anything, like walls, it will also spawn an emitter and get destroyed.

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