Need help applying damage with BPs

Hi I posted in the Forum here Ugh, need some help applying damage. (pictures included) - Blueprint - Unreal Engine Forums so if this is considered a duplicate then I appologise as I never post here. I am looking for some help figuring out what I am missing.

I am attempting to create a 'Mining Node" which is a BP_Actor that I have given a static mesh (box) and a box collision. I added a variable for health. Then I added a oncomponent overlap to the collision. Here is what I have this far:

After that I have a pickaxe static mesh that I created a BP_Actor from. I took the pickaxe and added a sphere collision around the area I wanted to do the damage. I added a variable for damage and then added a on component hit to the collision sphere. This is what I have so far for that.

I tried a few different things but it doesn’t seem like I can figure it out and maybe I have been confused to the point I am missing something simple. My end goal is to have my character play an animmontage for his mining action and have the pickaxe_BP hit the box collision to do damage. So am I even close, lol?!?

I’d really appreciate some guidance or advice! Thanks

The mine node is the one you want damaged, correct?

Yes that’s correct.

A couple of things first that will help you out in the future, right now you are setting your health variable to itself every time it is overlapped. Essentially not changing the health at all, and then you subtract the full amount of health from itself (Health - Health = 0) and send that into apply damage. Effectively Applying zero damage to whatever actor was hit. But that actor isn’t hitting anything anyways so it doesn’t matter at this point. Just for future reference.

Alright then, Here is what you need on your Pick Axe to apply the damage to whatever it hits.

Full Res: http://i.imgur.com/nHYQo39.jpg

Next, what you want on your MineNode BP is the Event Any Damage node, that will be called any time this actor is the recipient of damage.

Full Res: http://i.imgur.com/SnB2VKO.jpg

Another good thing to keep in mind for debugging, is that a Base Damage of zero on the Apply Damage node will not call the Event Any Damage node on the Other Actor.

Let me know if that helps!

Hi thanks a lot for your help. So I have screwed up something. I did like you had above but it only worked when I placed the Event Actor Begin Overlap into my Character_BP. I am trying to get it to happen from my Pickaxe but I can’t equip the BP_Pick I made from it, or can I?
so I am not certain on how to make that collision overlap happen.

What kind of BP is your pickaxe? Does your character have an animation that will cause the PickAxe collision to overlap the MineNode collision?

Yes he does have an animation. I already have him socketed with a static mesh pick, then I replaced it with a Skeletal Mesh. I’ve made BPs from each and set them up the same way. I thought I’d be able to go into my Mesh>Pick and just select the BP_Pick I made but I guess I can’t. Here are some photos

You will need to attach your PickAxe BP with the script set up to his hand instead of just the mesh.

Hi HaxO, thanks for your help.

So I ended up adding a collision sphere to the Socketed Pick in MyChar_BP with the Event overlap in the Event Graph and it works now. So thank you,

I am now tasked with figuring out the collision setup or how to have it only apply damage when the animBP is called.

Awesome, Please accept the answer to help others in the future!