Warning on Gameplay from trigger volume

Hi,

I am new to UE4 and Game design. I have a small escape room game that I recently added another trigger volume to so that when the pawn moves onto it, lights turn on in the room. I created a level blueprint that uses onactoroverlap and checks if the object is the pawn in order to toggle point light visibility.

On gameplay the toggle works as expected when the pawn moves onto the trigger volume which is actually filled to the room size. However on stopping game play it displays that editor has warnings and if I see the log there are constant warnings displayed during game play which say this:

PIE: Warning: Mobility of /Game/UEDPIE_0_NewMap.NewMap:PersistentLevel.TriggerVolume3_9 : BrushComponent0 has to be ‘Movable’ if you’d like to GetMass.

I have two other trigger volumes in the game which open doors. However I do not see or get any warnings from those triggers. What is different about this trigger that is causing an issue? I do not understand the warning message.

Thanks. Ok sure here is the blueprint used for the particular trigger volume.

it seems like your trying to get the volumes mass somewhere. my guess is that you messed around with a setting and changed something by accident. otherwise theres an issue with your script. post a screenshot of your script so we can see what going on. also you could try replacing the trigger volume with a fresh one to see if its a settings issue.

Hi,

I think I found the issue. Two trigger volumes were overlapping. So when I made them non-overlapping the warning went away. Also from a conceptual viewpoint, why does getting the mass return that warning though? Do objects have to be ‘movable’ for a mass?

mass is only used when using physics and physics only functions with movable objects. think of it like this if you try to kick a ball it can move due to physics (transfer of energy and all that), how much it moves depends on mass. if you dont have physics then the ball will never move due to a force being imparted to it so mass doesnt matter. that may not be the best explanation but basically you dont need to use mass unless using physics thats why the option to set mass of a mesh is under the physics section.