Jump pad BP not working

Jump pad BP not working / Object properties
So I’m going along with two tutorials that’re not working for me on my end. I have two different projects set up exactly the same as the two tutorial videos I’ve watched here:

Building a Jump Pad | Live Training | Unreal Engine - YouTube

I provided the files down below for further inspection for those to see what I might be doing wrong. I also would like to know within each new version of Unreal 4 does it affect quite majorly on the blueprint scripting much like what I’m trying to achieve with the jump pad? I’ve checked the comments on the jump pad tutorial by Unreal Engine’s YouTube channel and it seems like quite a few are having the same problem.

Also here are the files. Apologies if they’re considered big, but I don’t know what else I can remove out of the files to make them smaller:

Hello,

I have gotten the first jump pad tutorial to function. Here is the blueprint you’ll want to use instead of what your originally had:

Have a great day

What node is that after the break vector that’s linked to the set velocity?

That is a multiplication node. You can type * into the search bar to get it when you right-click in the graph. I used a Float*Float node.

Okay I have the set up exactly like you have it but it’s still not working. Is this because I’m using an outdated version or do all blueprints work the same for each version? I’m using 4.9

It should work regardless of what version you are using. Do you have this set up in your Jump Pad blueprint?

Could you post a screenshot of what your setup looks like just so I can ensure it is the same?

Yes, here you go.

It is on the Jump Pad blueprint.
If needed I can upload the file for inspection.

It looks the same to me. If you could upload the project, that would be helpful. That way I can see exactly what the problem is.

Here it is Dropbox - File Deleted

What you need to do is go into your JumpPad blueprint, drag the Cylinder component to replace the DefaultSceneRoot, and then set the collision preset of the Cylinder component to OverlapAllDynamic.

Alrighty it works! One last question for future reference: if I wanted to make a surface move my character around like on a spline, interact with objects or objects interact with my character, physics must be enabled for the character to work with it, correct?

In order to interact with physics objects, the object needs to have physics enabled. You may or may not want to enable physics on the character depending on how you are handling your movement, but on the default Third Person Character, physics will just cause the mesh to ragdoll and fall to the ground. If you have more specific questions regarding physics, please feel free to create a new Answerhub topic.

Have a great day