Trying to put out fire (BP) using another (BP) component overlap?

Hey guys, I’m trying to figure out how I can put out (e.g. destroy actor) various particle fires (Placed within a BP) using different fire extinguishers that are attached to the FPS motion controllers.

As I have heard that it may be difficult to get GPU particles to produce a collision event that could trigger a destroy actor or deactivate the particles. I’m now hoping to achieve this by placing a cube (not visible) in the fire extinguisher BP that when overlapped with the fire BP it then triggers the desired event. I would also like this to only happen when pulling the trigger (i.e. to simulate squirting the water particles - otherwise it would just go out when overlapped). However, as I am currently a beginner, each step at a time!

Here is what I have so far, any ideas on why the fire BP is not being destroyed when overlapped?

Any advice or guidance would be greatly appreciated :smiley:

P.S. I followed [Matthew’s][1] tutorial on Youtube.

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1 Like

There are plenty ways to get it working, I can offer u this.
Add components=>Box Collision inside your playerBP instead of cube. Shape it just like your cube and delete cube(actually it’s the same thing just more convenient)
While selecting Box collision add event on component overlap in the bp editor just like this

Also create bool variable extinguisher is on. And create this code

229259-снимо2к.png

This way you will be able to get it working.

Thanks mate for taking the time and effort to reply, much appreciated. That’s great and makes sense, would I also be able to adapt this so that only certain fire extinguishers that I pickup (i.e. swap out motion controllers for fire_extinguisher_BP) can ONLY put out certain fires? Cheers.

Actually i’ve just looked and found that my answer has mistake. Take this snippet it will do much better. Also you can swap certain fire types by just plugging in cast to (anotherFire) actor

Cheers Sardorian - I actually ended up using the line trace, to run custom events to deactivate the particles. I ended up using a series of them so that only certain extinguishers put out certain fires. It currently works really well! The only concern I have now is trying to sort why the motion controllers move when moving the HMD, its a right pain…Think it may have something to do with the capsule on the FPS BP?? - here is a quick video test: :smiley:

your video doesnt work. it says unavailible

Sorry, it was still uploading, when I posted this - its working now.

all good. your project is looking pretty sweet.

Can i get these particle effects?