Having trouble triggering a particle effect from a trigger volume

I have some rocks falling down a cliff though the particles that I want to trigger as they are colliding with the clifface aren’t triggering for some reason. I’ve setup a trigger volume then I’ve selected Simulation Generates Hit Events and Generate Overlap Events. I then selected the same options for the rocks.

I’ve jumped into the level Blueprint highlighted the trigger volume and brought it in as an add on actor being overlap I simply created a spawn Emitter at Location node and selected the particle effect I wanted emitted. When I compile and play the animation the effects do not spawn I know this is a noob problem but I’m totally unaware of what I might be doing wrong or whether I’ve missed out a procedure.

Been trying different things for a little while and I’m not getting anywhere near a solution can someone help me out

I imagine that your event is just not triggering. Try doing a print string instead of spawning a particle emitter. If the string doesn’t get printed you know that your event is not working, and you need to adjust the collision settings.

Hope that helps

Yes I just noticed that when I simulated the script there wasn’t that customary pulsing animation you see in the blueprint to indicate that the event is triggering.

PrintStrings are your friend :slight_smile: Check out the collision settings and you’re good to go

Well I’ve been messing around with the collision settings currently the trigger volume is set to trigger on the presets and the rocks are set to physics actor the event just doesn’t seem to work. Really not sure what I’m missing I’m beginning to think it could be something else.

though I can think of one thing I’m doing which I’m not sure whether it’s correct, when I setup the scene I dragged and dropped the anim sequence into the scene rather than the skeletal mesh could that be it? Though when I select the rock and select find in content browser it points me to the skeletal mesh.

Like i said, try putting a printstring node attached to your event. If your string is not printing, the problem is in your collision settings. If you post a screenshot of the 2 object’s collision settings I can help.

Here is a screen grab of the collision presets the image on your right is the trigger volume collision presets and the image on your left is the mesh actor’s collision presets.

try disabling hit events for now and just trying to get an overlap event working. Does your mesh have a physics object associated with it? (does it have an actual collision shape) I also don’t understand why your environment rocks is a skeletal mesh, but whatever it should still work

Yeah it should have I can see a physics asset associated with all the rocks

I already had animations on the rocks in 3ds max I exported the files using fbx out and baked the animation. When I imported in order to get the anim sequence to come in I had to import the meshes with the import skeletal check box selected this revealed another roll out called animation which in turn allowed me to import the animation sequence.

When the files came in I got a skeletal mesh, physics asset mesh & anim sequence. I dragged the anim sequence into the scene though rather than setting up the skeletal mesh with a matinee sequence.

I didn’t know that either until I did it either way I’ve setup the skeletal mesh as an animation in matinee to see whether that makes a difference. I doubt it but after looking at all tutorials and the source material I can’t think of what else it could be really.

i looked at the tutorial for the triggering light and I’m basing my simple logic in my blueprint off that.

Can’t help you there, I don’t know anything about animation sequences yet. I wouldn’t even have guessed you could place them right into a scene. Can’t think of a good reason as opposed to placing an actor

K I figured it out and got it working, after setting up the animation sequence in matinee on the skeletal mesh it works perfectly. I must say being allowed to drag an anim sequence into the view port then was very misleading and it made me believe that it could work that way as well.

The anim sequence must just mock up the event in the viewport but nothing more though I’m not 100% on that. Though I might add I did create a brand new scene file to set the event up in so I might’ve accidentally deleted something in the old scene file.

Will need to go back and check what it may have been. I knew it couldn’t be the collision as I knew I had that right.

are you doing modeling / animating yourself? I need a modeler/animator for my team

Would this be mod work or paid work?

Forgot to mention that I realized straight after that I didn’t need the matinee at all I just used a skeletal mesh, then in the animation roll out of the skeletal mesh I just selected the animation I needed in the “anim to play” dialog box.

sorry to pester with all this but I got there in the end. What really threw me off anyway was that you can drag an anim sequence into the viewport.

Just my startup which has zero income until our first release. So more along the lines of royalties

That’s ok what’s the project like and about? How big is the team and how far along is the project. You can send me a DM if you like.