Problems teleporting pawn and physics actor on overlap

Hello, I am trying to teleport a player and a physics object. I have two problems.

One is that the physics object triggers the overlap trigger and I want the trigger to ignore the physics object and only trigger when overlapped by a player pawn. I have tried disabling this in a few ways but it hasn’t worked, is there somewhere obvious where I can set a trigger volume to only accept overlaps from specific actors?

My other problem is that when I teleport the physics object using Set Actor Location, the physics object launches into the air (likely due to the acceleration it’s recieving using Set Actor Location?) Stop Movement Immediately doesn’t help. I have also tried destroying the physics actor and spawning a new one. This may work if my trigger stops receiving inputs from both actors (it spawns two physics objects because it recieves input from two actors).

Thanks for any assistance!!

Hello,

For your first problem have you tried casting to the specific actor you wanna test for? You can do this by using the “Other Actor” output of the “OnActorBeginOverlap” event.

As for your second problem there actually is a node you can use called “Teleport” which will make sure the object is not stuck in anything after it is moved. I think what is happening when it flies into the air is that after it is moved it get’s embedded in the floor which causes the physics engine to try and move it out of the floor again, this results in the object getting a high upwards velocity.

Here’s an example I added to my “Level Blueprint”:

If this doesn’t solve your problem let me know and I’ll do what I can to help.

Only because you fixed my trigger problem! Thanks for the assist!

Cast to character worked great.

Teleport is still generating a ton of physics velocity but I suspect it is because the physics object being teleported is being dragged by the player through the teleporter. Instead I’m casting the physics object to an actor, destroying it when it enters the trigger and spawning a new one. This spawns it with no acceleration or velocity. This will work just great for my needs :slight_smile: Thanks Spider

Ah I see, glad you got it to work :slight_smile: