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How can I execute a blueprint when an actor overlaps a beam particle?

Now I have a beam that ricochets like this: http://gfycat.com/ScarceFirsthandAfricanharrierhawk I want the red beams to kill players but I dont want the beam to just end where the player is, I want the beam to go right through the player and I also want it so you can kill 2 players with 1 beam (even yourself)

So Tracing just 2 lines where 1 line is used for the beam effect and the other is used for hit detection is not preferred because that means 1 beam cannot hit more then 1 actor.

Is there a way to generate an array of all overlapping actors of the beam or linetrace? I've tried a few solutions but the particle effect doesn't seem to trigger an overlap event.

Product Version: UE 4.10
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asked Mar 20 '16 at 10:48 AM in Blueprint Scripting

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Wheeze
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In your BP setup a overlap event for the particle system and setup checks to see what overlaps it and fire the event only if the overlapping actor is a player pawn or the specific character class etc. Like this:

alt text

alt text

If that doesn't work the way you want you can always create a collision box that spawns with the particle and add the overlap event to that.

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answered Mar 20 '16 at 11:10 AM

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Black Phoenyx
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avatar image Wheeze Mar 20 '16 at 11:33 AM

Thanks for the prompt reply! If I promote the particle asset to a blueprint can I still set the target of the beam?

Because currently I have it set up like this:

I spawn an emitter and assign it to an array alt text

And then I move the beams like so:

alt text

Not entirely sure how you can spawn a blueprint particle effect like that and I'm not sure if I can assign a beam target with a blueprint particle effect. I'll try and look deeper into it though.

avatar image Black Phoenyx Mar 20 '16 at 11:42 AM

Well with the way you are spawning them you may need to create a separate BP to spawn the collision box around the beam....experimenting and working your way through what works best is going to be your best bet. You could setup just a BP for the collision box and spawn that with the beam as it is....you can spawn a collision box with the extents the Y and Z of the beam and then get the forward vector length of each section of the beam to "draw" out the X size of the extent and in the same BP setup the overlap events for the collision box.

avatar image Wheeze Mar 20 '16 at 12:02 PM

Alright I figured out how to spawn a BP component that maintains the same effect but now I gotta figure out how to trigger the overlap because the particle beam itself does not trigger an overlap and I cannot see any kind of collision setting in the details panel so yeah your idea is probably what I need to do, create a trigger volume that surrounds the particle effect.

Thanks so much for your help :)

In case someone else was wondering how I spawned a BP particle the same way I would just use the Spawn Emitter node here is how it looks now:

alt text

avatar image Wheeze Mar 20 '16 at 12:36 PM

Now I gotta figure out how to wrap a trigger around the beam.. kinda out of my league atm lol

avatar image Black Phoenyx Mar 20 '16 at 12:42 PM

Try using the same method you are using to spawn the beams....you could run a line trace from the starting point and get the trace length and use that to set the forward dimension of the box...preset the Y & Z of the box to be slightly larger than the beam and the X is set by the line trace vector length.

avatar image Wheeze Mar 20 '16 at 01:07 PM

Aaah triggers have a "box extent" setting. So I just set the extents of the volume by the vector length divided by two. Awesome thanks for your help! <3

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