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2 overlap events for one component?

I'm running into a wall with overlap events. I want one object to do different things depending on what it's overlapping. I have a collision box around my character's sword. When the sword collides with the enemy's capsule I want it to do damage, etc., but when it collides with the enemy's shield I want it to do something else. I can't have 2 overlap events for the same component (which seems very silly to me). I figured that the "Other Comp" pin is for just this type of thing, but it seems that is not the case.

I thought about moving the event to the other end (in the enemy's blueprint intead of the character's blueprint), but that just creates a different can of worms. For instance, if I want my sword to do one thing when it overlaps the enemy's capsule, and my fireball spell to do another, etc. It seems like this is a very basic concept and shouldn't be this hard. What am I missing?

Product Version: UE 4.9
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asked Sep 28 '15 at 06:57 PM in Blueprint Scripting

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avatar image jonbellini Feb 04 '16 at 04:33 PM

I'm having this same problem!

I think somehow doing a switch/branch testing what the actor is and then branch to the action you want to take. But I haven't got it to work yet.

Also someone suggested to make a Custom Event and fire it everytime an Overlap occurs.. but I don't entirely understand that either.

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