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:
- Did you mean to call destroy on
‘self’? - What more can you tell us about what
is happening? - Is the other actor being destroyed?
- Is the event being triggered?
- Is it getting passed the Branch?
- Why are you adding Impulse to the
component of an actor you are about
to destroy?
- Yes, sorry i was messing with the graph on that node. Forgot to delete the string.
- No other actors are destroyed.
- Event is triggered by Lclick
- I’m not sure.
- 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.