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Make a static mesh invisible

I cant figure out how to setup a blueprint to allow the character to walk over a "trigger" and then the character "Static Mesh" that is in front of him disappear.

this seems so simple yet i cannot find a solution. I have been google searching for hours now. please anybody

Product Version: UE 4.16
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asked Nov 25 '17 at 06:30 AM in Blueprint Scripting

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Jsoul89
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2 answers: sort voted first

1 - Create a blueprint and add 2 components: Static Mesh Component and Box Collision.

2 - Set the collision presets on the Box Collision to overlap only pawn.

3 - Set the Box Collision position in front of the static mesh

4 - On the event graph, create a listener to Actor Begin Overlap (Right Click -> type beginoverlap) and use the node Set Visibility (right click -> Set visibility)

5 - Leave the boolean checkbox unchecked

6 - Put the actor on scene and press play to test it

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answered Nov 25 '17 at 10:28 AM

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Unzkilled
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avatar image Jsoul89 Nov 25 '17 at 04:06 PM

I figured it out at first it ddnt work but i ddnt bring in the node for the static mesh... this works not exactly what i wanted but i will make it work to my game.

avatar image Jsoul89 Nov 25 '17 at 04:14 PM

is there anyway to make a triggered event that doesnt attach the static mesh to the trigger box for example...

the player walks into a room and and way in the corner a light will disappear?

so that way i can move the static mesh where ever i need and the trigger will still stay in the doorway

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get static mesh and use the node set visibility

(you may need a line trace if the object is not always the same to find / cast to it)

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answered Nov 25 '17 at 09:00 AM

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lkav
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avatar image Jsoul89 Nov 25 '17 at 04:06 PM

how would I setup a line trace?

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