Make Static Mesh Move Trigger Event

You have actor begin overlap when possibly it might be better to have a component overlap which you can get by having the Sphere collision selected and right clicking in the event graph and adding a new event OnBeginOverlap (Detection).

Unless I’m missing something myself though I think you should have a cast to your player character coming from the event, if you wanted this to react just to your player. So from the other actor pin just type the name of your character bp and add the cast node.

I hope that helps. :slight_smile:

I’m really confused and feel like I’m missing something stupid. I created a blueprint, and added two components to it. One is a collision sphere, and one is a static mesh. I’m trying to make it so that when my character runs into the collision sphere around the mesh, the actor will move up. But, for some reason it doesn’t work. If I’m thinking about this correctly, Once the level begins, it should set the variable “location” to the actors location. Then, when the player overlaps the collision sphere it should take the “Location” and add it to “Distance to Move” (which is just set to 1000 in the z coordinate) and the sum will be the new location of the actor. But it doesn’t move and I have no clue why. Being fairly new to UE4 I’m confused on a lot of events, so if anyone could take a look and let me know, that would be amazing.

I know I could do this a lot easier with target points and the level blueprint, but I was hoping to avoid doing that. Any help is appreciated. Thanks in advance!

It was actually a combination of the Overlap event, and my overlooking stuff. After changing the overlap event to the component overlap I realized it still didn’t work, and then found out that… for some reason it had the “simulate physics” box checked which was disabling the teleport. Soon as I unchecked that it worked just fine. >.< Yep, I am THAT much of a noob when it comes to UE4… xD