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How to require multiple box triggers be overlapped at once to trigger event?

alt textSo I'm trying to make it so that the player is a block and needs to completely cover a tile to advance to the next level. I thought I'd put a box trigger in each corner of the tile.

My current blueprint set up isn't working quite right. I'm trying to set 4 boolean values to true on overlap and false on end overlap, then AND them together to set another boolean to true based on the output of the AND but I don't think I have it quite right.

Product Version: UE 4.12
corners.png (689.4 kB)
level blueprint.png (309.7 kB)
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asked Dec 14 '16 at 06:50 PM in Blueprint Scripting

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Yeah it is not working because there is no execution line connected to those nodes so they will never run. This is my suggestion, instead of connecting all those boolean pins, make a function that executes on every one of those 4 triggers events. What the function should do is what you are almost already doing, use the four booleans with an AND node and then don't forget to use a branch node, to check if the result of the AND node is true or false, so if it's true do your open level thing, if it's not then just do nothing or anything else you want.

Edit: You can upload images in your posts so we can see the image right here, instead of loading an external page. Just a small suggestion :P

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answered Dec 14 '16 at 07:17 PM

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avatar image bonzerskate Dec 14 '16 at 07:38 PM

Okay cool thanks for the image tip. I've never messed with functions in the blueprint editor so I'm not sure where to even begin. Is there anything I'd be able to drag to the execution pin on the Set Node just before the Open Level node? If I drag off any of the previous set nodes then the new level gets opened regardless of the AND node.

avatar image Rekenq Dec 14 '16 at 08:00 PM

ok, yeah just add a branch node between the Set Node and the Open level, and connect te result of the Trigger bool to the branch node and then connect the true execution line to your open level node

avatar image bonzerskate Dec 14 '16 at 08:33 PM

That worked perfectly, thanks!

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