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Using a trigger box

Hi :) so its probably a easy task but for me its not really :v.. I just need to make that when I enter a trigger box my ball that my character is holding will be deleted, I know I need to use 'begin overlap' but.. thats kind of all! I dont really know where and how to do it ;o

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asked Apr 13 '15 at 11:05 PM in Blueprint Scripting

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Olimar
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If the ball is a separate actor from the player, take the actor output from the overlap, use Get Class, match that aginast a Class = Class node, and use that resulting boolean in a Branch. If True, go to a Destroy Actor node and use the overlap actor output as the input for that.

If it's a component of the character, you can use the overlap actor output to cast to the character and set the visibility of the ball component to hidden.

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answered Apr 14 '15 at 01:11 AM

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DG Gage
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avatar image Olimar Apr 14 '15 at 01:28 AM

the ball is a different actor with a different blueprint, and the character pick a bal on the scene and i need to destroy it when i get on the box, so its different right?

avatar image DG Gage Apr 14 '15 at 01:30 AM

The first solution I mentioned should work just fine.:)

Essentially you are making sure the overlapping actor in question is actually a ball, then destroying it using Destroy Actor.

avatar image Olimar Apr 14 '15 at 01:33 AM

ok and with your solution its will destry only the ball my character is holding? sorry im new and im still trying to understand the first solution ;p

avatar image DG Gage Apr 14 '15 at 01:34 AM

Yep! Overlap handles the specific instance that is overlapping it. By plugging that actor output from the overlap into the target of the Destroy Actor node, you are telling it to destroy the specific ball that overlapped the box

avatar image Olimar Apr 14 '15 at 01:38 AM

ok! and this blueprint I should create it in the trigger box one? and when you say the actor output from, its the blue 'other actor' ?

avatar image DG Gage Apr 14 '15 at 01:39 AM

If the trigger has its own BP, do it there. Otherwise, if it's just a plain trigger volume, do it in the level BP.

And yes :)

avatar image Olimar Apr 14 '15 at 01:40 AM

yes it has it own ;p ok thanks ill try to do what you said.. I will probably fail it but well see X) thankss

avatar image DG Gage Apr 14 '15 at 01:41 AM

If it fails I'll make sure we get it working don't you fret Olimar

avatar image Olimar Apr 14 '15 at 01:45 AM

here what i Did so far : ( i got lost atafter the destroy actor (Urbas is the name of my ball) If needed i can show you the blueprint that grab the ball (but its simple ) alt text

test.jpg (45.3 kB)
avatar image DG Gage Apr 14 '15 at 02:36 AM

Replace that cast to class node with a Class = Class node. You can type in "class =" and it should come up. In that new node, choose your ball class in the dropdown. Now you are comparing the overlapping actor class with your ball class. Take the red boolean output from that and plug it into the Condition pin on your Branch.

And then of course make sure your overlap execution pin (white pin) is plugged into the Branch.

Finally, take the Other Actor pin from your overlap and plug it into Target on the Destroy Actor node.

It should work after that :)

avatar image Olimar Apr 14 '15 at 02:41 AM

Thanks very much! but i think i got it all right except the ball calss in the dropdown? I didnt really understand but here what i got so far alt text

test2.jpg (52.5 kB)
avatar image Olimar Apr 14 '15 at 02:51 AM

but i feel we are almost there!

avatar image DG Gage Apr 14 '15 at 02:55 AM

That's literally the last step so we are definitely almost there!

Click that dropdown and select the class of your ball actor. So that'll just be the name of the ball BP

avatar image Olimar Apr 14 '15 at 02:57 AM

by dropdown you mean the 'selec class' ? in the == node? sorry im french :v

avatar image Olimar Apr 14 '15 at 03:20 AM

yea i cant find what you mean by dropdown :(

avatar image DG Gage Apr 14 '15 at 03:35 AM

Yes, the select class option in the class == node

avatar image Olimar Apr 14 '15 at 03:36 AM

yea i put Urbas ( that the name of the ball !) and.. nothing happens :(!

avatar image Olimar Apr 14 '15 at 03:39 AM

alt text

capture43.jpg (50.0 kB)
avatar image DG Gage Apr 14 '15 at 03:46 AM

Can you show me a picture of the ball BP, making sure it includes the name of it?

avatar image Olimar Apr 14 '15 at 03:53 AM

alt text

ball3.jpg (107.7 kB)
ball4.jpg (153.9 kB)
ball5.jpg (101.2 kB)
avatar image Olimar Apr 14 '15 at 03:54 AM

here 3 picture if you want more tell me !

avatar image DG Gage Apr 14 '15 at 04:04 AM

Since your setup is correct, it seems the problem lies with the overlap. Are you sure that the ball itself is overlapping the trigger?

avatar image Olimar Apr 14 '15 at 04:05 AM

I put the BP in the trigger box, its goes there right? or in the ball event graph?, and yea i put a trigger box and a ball on it and nothing happens before and after i grab it

avatar image DG Gage Apr 14 '15 at 04:14 AM

Are you starting with the ball on it the trigger? You should probably start with it outside of it.

Also, you could use the level blueprint for this. Click the trigger volume in the level, right click in the level BP, and type in "overlap". Select the begin overlap option and do the exact same setup

avatar image Olimar Apr 14 '15 at 04:18 AM

yea i was starting with the ball on it, and i cant us the level blueprint its a team project and my teammates dont really want me to touch that

avatar image Olimar Apr 14 '15 at 04:22 AM

but i tested with walking on one and it does nothing :(

avatar image Olimar Apr 14 '15 at 05:24 AM

its 1:30 am here where i live i need to go.. ill come back tommorow to see if you answered! thanks :), i tryed some thing and nothing happened too.. kinda weird ;s

avatar image Olimar Apr 14 '15 at 09:21 PM

if you still see this post i still struggle ;s

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