Event ActorBeginOverlap not firing
I know this topic comes up quite regularly, but I've read plenty of old threads about it and can't find a solution.
I'm having trouble getting an "ActorBeginOverlap" event to fire.
I actually had overlap events working perfectly on an old version of the project, but after refactoring the blueprints, I can't get them to work again. For this reason, I suspect it may have something to do with the fact that I'm inheriting my weapons from a parent class, because in the old version, each weapon was just a separate class derived from the "Actor" class. I haven't started refactoring the enemies yet, so it's most likely that the problem is with the weapons.
My collision settings look like this:
for the weapon projectile, and this:
for the enemy. My meshes both have collisions on them:
And to simplify the troubleshooting, I've added a "Print String" node to the Event Graph of my child projectile:
My projectile moves fairly slowly, and I can watch it pass through the enemy and come out the other side. The "Print String" node does not fire, nor do the nodes I have attached to the "ActorBeginOverlap" event on the parent Event Graph.
Also, the old version was made using 4.7, while the new one is 4.8. But when I open the old one using 4.8, it still works, so I don't think that has anything to do with it.
Does anyone have any idea what I'm missing?
asked Jul 09 '15 at 01:05 AM in Blueprint Scripting
I figured out what the problem was. I had the scale on the spawn transform of the projectiles set to (0,0,0). I don't understand why the mesh was still visible, but it was causing it to not fire overlap events.
answered Jul 09 '15 at 08:17 AM
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