What I’m trying to do is quite simple and almost works. I have a time machine where you put a sphere inside and you get teleported into an other level once the sphere collides with the trigger box inside the time machine.
I made a blueprint which triggers the teleportation on component begins overlap, but I manage to get teleported only when I throw the sphere inside the trigger box.
If I slowly place the sphere inside the event is not triggered.
Thought was “multi body overlap” but doesn’t work either if I thick the box or not.
If I throw the sphere inside (so it collides just once), I get teleported. If I place the sphere inside the trigger box by holding it with the controller, nothing happens.
so the note is:
on component begin overlap(#trigger box name#)
at the “other actor” pin → cast to (#what every you want name#) → the event that should happen
I would love to add a picture but it does not work at the moment
So the pic is a claymore that expodes when walking into it or shooting it
Oh man, I had the same issue once, a cube just wouldn’t generate an overlap event when you’re holding it, but everything’s okay if you just throw it.
First of all I tried adding an invisible component to my cube that would generate overlap instead of the cube itself, and it worked, but that was just wrong.
The way I remember it, I made the cube not collide with the character when picked up, but I didit not with CollisionResponseToChannel, but some other way that prevented it from overlapping the trigger. When I did it right everything worked well
Does anything about your sphere changes when you pick it up?
This is a really good question though. I personally can’t imagine a case where it would behave differently depending on the speed of the overlapping actor (except for a case where it’s really small and fast and the event just happens between ticks and can’t be caught, but that’s obviously not the case).