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Ending enemy collision volume after AI death

Hey everyone!

First time posting a question for me, so forgive me if this was already answered somewhere else...

I have enemies in my prototype that damage the player via a collision volume in front of the enemy's actor. this works fine, except it damages the player if walked over after the enemy is killed. I know where in my enemy character blueprint to enter a function to stop the collision, I just don't know what function or event I would need to utilize.alt text

I would like to insert this functionality right before the AI loses control. I am new to blueprint, so any and all help would be really great. Cheers!

Product Version: UE 4.20
halp-plox-1.jpg (403.8 kB)
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asked Aug 18 '18 at 03:20 PM in Blueprint Scripting

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T0m Servo
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Lots of ways you could do it - add a boolean variable bIsDead and branch on it within the function that either calls or handles Apply Damage, or do similar with a Gate and on death, close the Gate. those are the first two that come to mind. You could also disable overlap events on the volume. lots of ways

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answered Aug 18 '18 at 03:50 PM

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avatar image T0m Servo Aug 18 '18 at 04:12 PM

Ok, this sounds like what I am looking for! first off, thanks for the reply!

I have the nodes from the image all set up after an isdead boolean property, so I guess I would need to disable overlap events after death? how exactly would an individual go about doing that in the event graph?

avatar image mightyenigma Dec 10 '18 at 09:34 PM

Select the capsule in the top left pane, then right-click on the event graph to make a reference node to the capsule, then pull a wire out of it and in the popup menu, choose "Set Generates Overlap Events". I think that will work. Sorry for the delay - a lot of posts got buried in a flood of too many notifications (I recently turned off a ton of AnswerHub notifications so I am finally catching up with it).

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