Casting to vehicle blueprint

Hi there!

I’ve been trying to set up a racetrack in which there are numerous box colliders around the track that act as the waypoints. I’ve stored an editable “waypoint” variable within my vehicle blueprint and I’ve been able to edit the integer to go up by one each time it overlaps with one of the colliders throughout the map. I then disable the overlap events so that the cart can not pass through it again. My goal is to have an event tick within each collider that’s constantly checking to see if the total number of waypoints passed through equals the total amount in the lap, and if so, reset the waypoint counter to 0 and re-enable collisions, so as to allow the kart to go through once more. However, I can not for the life of me figure out how to cast to the vehicle blueprint from within the collider blueprint. What to I make the “object” of the cast. I know a bit about casting, but I’ve been struggling with this for a while, so any help would be great!

if your vehicle is pawn (which i think it is as vehicle would be set to pawn to get controlled) so in collision boxes set this up use get player pawn but if its multiplayer (which i don’t know much about ) use get player controller

i have not tried this so if you get stuck tell me but you should have no problem in casting

Yes, this works perfectly! Thanks!

Happy Game Developing!