Trigger Volume Activates Elsewhere

Hi,

I’m having an odd issue involving the trigger volumes in UE4. I’m working on the reverbs for the sound design of a level and I made the blueprint to trigger them as soon as I enter and stop them when I leave them.

The thing is that, sometimes when I run the level, it starts triggering one of them without even being there, it just triggers automatically. I’m using FMOD for the sound but I’m pretty sure it has nothing to deal with it.

I’ll leave the screenshots so you get a better idea of what is going on and if anyone can tell me what am I missing or doing wrong, I’ll really appreciate the help.

Something worth mention, the “Auto Active” is disable

Hi ,

First off, thanks for the quick reply. The thing is I tried that too but, what happens then is that the reverb doesn’t trigger neither with the character nor with the enemy. I remove the cast (both of them) and it works but I have the same issue.

Another thing is that I can’t move the actor elsewhere because that’s one the places that was set up to find an item in game.

Cheers,

Ashgard

Hey Ashgard-

The OnActorBeginOverlap event that you are using is triggered anytime any other actor overlaps with the the actor tied to the event (your trigger volume I presume). To ensure that the event only plays when the player is the trigger, you would want to pull off of the “Other Actor” pin and cast to your character class to ensure that the actor that is overlapping is the character. If the cast is valid you can then call the Play function for your sounds.

Cheers

I’m not sure what you mean when you say “the reverb doesn’t trigger”. Just to be sure, can you let me know what the result is if you add a “Cast To Character” node as shown in my screenshot, replacing the Print String in the screenshot with your Play/Stop calls? You would need a new cast node for each event so that it can continue on to the appropriate Play/Stop node. You may want to wire a print string into the “Cast Failed” execution pin to confirm if the cast was successful or not.

Hi again,

I did what you recommended and the result was that, same spot, same issue. What I meant by “the reverb doesn’t trigger” is that, in terms of sound, you don’t hear the reverberation of the room as it is supposed to sound, it’s like it was turned off because of the cast function. Send you the picture, didn’t move from the start point.

Hi,

I tried again but this time I checked if I changed something in the reverb settings from the FMOD, and the level of the reverb were low for some reason.

Tried with the Cast to Character and it seems to be working now, but I want to ask, do I have to do the same cast for the enemy as well? or the Cast to Character works for both?

Hi again,

I did this in the actual level which have more trigger areas using the “Cast to Character” function and the result was as shown in the pictures, worth mention, didn’t even move from the starting point:

Are the circled “Entrance” “Waiting” “Class2” supposed to indicate something? I do not see where this is being printed to the screen. Also there appears to be a node between the event node and the cast node. Can you explain what the node is doing? It is too small to in the screenshot.

As for the AI triggering the sound as well, if you use “Cast to Character” then anything that derives from the Character class will pass the cast call. If, by comparison, you used a “Cast to [MyUniquePlayerCharacter]” then the cast would pass for your player but would fail for your AI unless the AI class is a child of the MyUniquePlayerCharacter class.

Yeah, they mean that they have been triggered and I wasn’t in that particular area. As for the node it is the Print.

It sounds like the issue is that the trigger volume is being triggered at Begin Play. Do you have anything simulating physics that overlaps with the volume at the start of the game? If this is not the case, can you provide a copy of your project for me to investigate the issue directly? This can be done by either attaching the project to a comment and using the drop down below the comment button to change the viewability to “Original poster and moderators” or by uploading the project to google drive / dropbox and send me a PM on the forums with a download link.

Hey Ashgard-

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Sorry for the late reply. I have a problem, the project is really big (26.3 Gb to be exact) and I can’t send it to you, don’t know what to do