Destroy Actor on Collision?

Is there a way that I could destroy an actor on collision? Here is the blueprint.

I’m confused what are you trying to destroy? The projectile you fired or something else?

Does that not work?

A fired sphere by the character.

Destroy on collision? No.

What if you just use OnBeginOverlap event? and check your projectiles do have a collision.

They do have collision

If the Destroy function is called in this graph (ie. it gets through your Simulate Physics check), it should destroy whatever made contact with it.

I have many questions about this graph and the problem:

  1. Did you mean to call destroy on
    ‘self’?
  2. What more can you tell us about what
    is happening?
  3. Is the other actor being destroyed?
  4. Is the event being triggered?
  5. Is it getting passed the Branch?
  6. Why are you adding Impulse to the
    component of an actor you are about
    to destroy?
  1. Yes, sorry i was messing with the graph on that node. Forgot to delete the string.
  2. No other actors are destroyed.
  3. Event is triggered by Lclick
  4. I’m not sure.
  5. I just used examples from a template, everything works correctly though. (It’s paintball)

The first thing I would do is figure out if it is hitting the “Hit” event (place a breakpoint or a print node), second I would make sure that it’s getting passed the branch.

If it hits the DestroyActor node, I believe that is guaranteed to work

Hit is working, but is doesn’t go past the branch.

Hello???

I figured it out, since the branch wasn’t going through i just connected the node too false as well, I can’t believe i couldn’t do that in the first place.