Bugged Trigger Boxes (In a Blueprint)

Alright, recently solved one problem and then onto my next. Firstly no errors are fed back from the editor.

I’ve attached the full EventGraph for my Blueprint and accompanying Viewport with the root components clear to see as well.

For some reason my character is triggering the restart - so the entire bottom tree is somehow triggering even when none of the top boxes are remotely hit or being close to.

I’ve checked theres nothing underlying in the level and have ran around the exact location with the BP not in place so it’s definitely BP related.

As always appreciate any help.

I think the problem is that each of the boxes has it’s own collision and you have not defined what has to collide with the trigger to activate it e.g. The large box in your screenshot is being triggered by all the triggers inside it. Also all the small trigger boxes are being triggered by the large box.

What you have to do is after all your Begin Overlap nodes you need to attach a Cast To (Name of your player BP). Then link the Other Actor pin on the Begin Overlap node to the blue pin on the Cast To node. This now means that it has to be the player that overlaps the trigger for it to activate.

Hi Steve,

Thanks for the swift answer. Thinking about what you’ve said it does make a lot of sense actually but I’m fairly new in regards to collision/overlap events in a sense of what would affect them by default.

I’ve changed what you said, image below.

However it still randomly kills him for simply running through the blueprint larger box in general. All the larger box does is trigger the particle animations above (which are placed hidden by default on top of the trigger boxes).

Hmm that’s strange, I built a simpler version of your blueprint and it works the way you want it to.

Few things you could try:

Test your setup piece by piece. Check each of your triggers one by one, detach the executable lines of all the other events to make sure they do not activate.

Try it without attaching the particle effect to the player.

What does the Test 123 node do?

Try building that system in the scene using the Level Blueprint instead of creating a Blueprint file for it.

Hi Steven,

The Test 123 literally just simulates physics on the third person character mesh - it’s a custom event I have there just to save a few nodes I suppose since I’ll be calling on this multiple places throughout my level.

I’m determined to stick with a blueprint for this so that I can essentially duplicate this in other areas and modify the look feel of said blueprint for a quicker work flow and what not - besides I initially had it working built in the level so something somewhere has gone wrong in the blueprint.

I’ll disect it now and get back with my results!

Thanks again Steve!

Yet again the whole over thinking it concept strikes…

So I dissected my blueprint a-z running through breaking each node connections and using a trial and error method. Some worked, some appeared to give errors at first but then begin giving me problems.

As I sat back in disarray a thought occurred to me ‘Maybe I should check the real height of my players collision box…’

Yup, you guessed it - the capsule height adds roughly another head or so equivalent on top of the actual third person character mesh which was triggering heights it should never have been.

Such a waste of time but at least it’s resolved now, lesson learned going forward and all that.

Thanks for the help Steve regardless - massively appreciated.

Thanks. Concluded the post below.

haha well at least you got it sorted, good job