My bomb detonates instantly when dropping

Hey imDepre,

It’s definitely an issue with the overlap being called too early. You can handle this a couple of ways. The easiest way would be to use the ‘Other Actor’ output pin to control which actor triggers the overlap function. I just used a cast really quick to make sure it worked, but if you want your bomb to trigger using multiple actors you can define an array and use a branch to control the flow as well. Here’s a screenshot of a BP I whipped up in my project.

Let me know if you need any more help!

Hi, I have a game that involves flying old aircraft however for whatever reason my bomb instantly detonates when I try and drop the bomb. I believe it is somehow triggering collision events with the plane that drops said bomb. I’ve tried dropping the bomb lower and even tried adding a delay but the bomb instantly explodes (ignoring the delay!). Thanks for help in advance, here is my blueprint:

I pretty much want it to detonate on everything but the ship, wouldn’t it be messy to create an array for every object aside from the ship? If only there was some sort of “not x_actor” command.

On project settings you can create a collision filter for that, you can create a collision channel called “player ship” and another one called “bomb” then set them to not collide each other.

Iotti is right. You’ll want to set up a trace channel if its going to be that intensive.

Not sure why you guys above overcomplicate it and Answer Questions he did not ask :stuck_out_tongue_winking_eye:

There you go. Not sure if you still want the delay but just in case I included it.