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Problems with spawning actors next to each other

Hello. I am new in Unreal Engine 4, What i want to do is to spawn different shapes one exactly next to each other,and each one has on one side a box volume,so when the player touch it i want to spawn next to it the next.

I have created blueprints with each one and a volume which it has the begin overlap with the player to spawn the next one from the reference, if i put the spawning point far, works perfectly, but if i try to spawn it exactly next to it, then crashes on play ( means doesn't play it),i am almost sure that has to do with the overlaping of 2 objects or their colliders but i am not sure.

I havent enabled physics behaviour.

Any help will be appreciated on my first steps on Unreal Engine 4 :D

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asked Apr 15 '14 at 06:29 AM in Blueprint Scripting

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Whats Up Haris,

From what I can gather. You're building something cool. I think the crashing has to do with a loop factor. Did you turn the box volumes to only interact with pawns? What I digest from what you've told me is the box volumes of the different objects overlap causing a possible collision event, which your system checks for a player interaction. If this box volume isn't set to Pawn Only, the check continuously runs causing the run limit to exit the game.

So are your Box Volumes set to Pawn Only?


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answered Apr 17 '14 at 10:10 AM

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avatar image Haris Apr 17 '14 at 12:39 PM

thank you for your reply,

yes i have changed the box volumes to pawn only.

i have 2 questions, is there any console or debug log that says why stopped? it would help to try to solve problems by myself :)

second i can drag and drop target point to the world, but if i have it selected i can't add a reference to it on my blueprint, or i can't create a target point inside my blueprint at the components section, just thought that might be easier instead of calculating the location.

more or less what i want to do is to have few different blueprints and while the character pass from block A,it will spawn blockB,next to block A.it will be fixed location for each blueprint.

avatar image PeterLNewton Apr 18 '14 at 01:19 AM

That type of logging information doesn't have an error as of yet. Something like that will likely be integrated later.

I don't believe you can reference items within the Level within a Custom Blueprint. You can only reference them through the Level Blueprint. One way you can do it is adding an Actor Tag to the Target then by using Get All Actors of Class you can loop through the Target Point Actors and check the tags for the Actors.

Will you be level streaming?

avatar image Haris Apr 19 '14 at 11:13 AM

thank you for your reply :) i will try it

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