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How can I run simultaneous actions from one overlap?

I have a scenario where a moving character has a trigger in a radius around it. Other characters who walk in to that trigger have a sequence of events placed on them (ticking down health, for example) until they leave the trigger.

The problem I have is this:

One character walking into the trigger is fine, but when a second character walks in, the sequence of events put onto the first character is stopped as my blueprint is now focusing on the second character. How can I have both sequences running at the same time, independently of each other?

I tried sequences, but it has the same effect.

Thanks in advance, and sorry if this is a silly question! alt text

Product Version: UE 4.18
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asked Feb 15 '18 at 12:10 PM in Blueprint Scripting

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avatar image SNA Jan 04 '19 at 05:30 PM

I think the problem is that your Overlap node only sees the last Object that has entered the collision area. That is why sequence, etc. wont help, you need somehow to make your Overlap node/collision to see Both objects. I am struggling with the same issue, but I cannot seem to find a solution. Good luck and let us know if you find a way around this.

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2 answers: sort voted first

Hi, You can use a Sequence node. Like in the screenshot below.

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sequence.jpg (169.5 kB)
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answered Feb 15 '18 at 12:28 PM

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avatar image KitLUL Feb 15 '18 at 12:54 PM


I tried your solution, but the top sequence is halted whilst the second one completes, and the top one does not resume after the second finishes.

Expected result:

GenericNoobCharacter is deleted after 5s, and FirstPersonCharacter continues to tick down at the same time.

Actual result:

The GenericNoobCharacter is not deleted, and as soon as I overlap with the FirstPersonCharacter, all events regarding GenericNoobCharacter stop.

Thanks again!

avatar image KitLUL Feb 15 '18 at 12:58 PM

To clarify, the program runs as intended if I wait for the first actor to be deleted before overlapping with the other, but if I overlap with the second before the first is 'complete', I receive this error after play has stopped:

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screenshot-59.png (16.7 kB)
avatar image ThompsonN13 Feb 15 '18 at 05:47 PM

if your using a timer or delay to countdown time till a character is destroyed then you are going to want to put the timer logic on that character. you need to do this because everytime the event is triggered the values will be overwritten, but if they are on the character itself it will persist. so basically when this event is called just have it call an event on the character.

It looks like your trying to make a pain causing volume here. if thats the case then just just get all overlapping actors and use the apply damage node.ill post an example below. basically at a set interval based on a timer you get all overlapping actors and for each apply damage. then on the characters have an event any damage which decreases the health value and also checks the health value to see is the character should die.

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You can also make a custom event to either trigger off the first allowing two events to run.

The message your getting is because it went to get something from a reference which resulted in none.

because your using delays this happens sometimes.

my solution for this would be to pass through custom events before delays.

![alt text][1]

If you need more input let me know. [1]: /storage/temp/230765-somthing-like-this.png

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answered Feb 15 '18 at 01:13 PM

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