Casting problem between to actors

I am trying to create a blueprint for when the player launches a projectile into a target the target should then cast to the door blueprint triggering the custom event connected to the door’s movement blueprint but i cant seem to get the casting to work. i have tried many things but cant seem to get it right. here are both blueprints to show what i have done. the door is using a timeline instead of a matinee.

I could be wrong, But I believe the Lerp node is the cause of the issue as the alpha is always at 0 and nothings modifying it, this means it won’t liner interpolate from its start location to the new location you want the door to move to as it moves from A to B from inputting a decimal point number between 0 and 1. Another issue could be your collision presets for both objects check that their object types are not set to ignore for one another.

Hope this helps if not I’ll try to create to recreate what you’ve done and show :slight_smile:

Also, do you want the door to rotate open or move up and downwards?

the door moves when the player collides with the door regularly but not when they collide with the target. i will try with another kind of vector movement node. the casting problem i have no idea what to connect to the object input.

door to move up and down

have you tried debugging with a breakpoint? hover over the cast node and click F9 on the keyboard then by playing in the editor again when it hits and triggers the event it should take you straight to the node then hover over each output on the event hit event to see what’s being passed through when the hit occurs.

If it doesn’t take you into the blueprint when your playing in the editor then the issue is properly collision based

i changed the event from a hit to a onactorbeginoverlap because the on actor hit event was not even triggering, so now data is being passed to the cast but due to the lack of object it is still showing an error. i tried with the other actor on the begin overlap and no luck

Can you copy and post the error please

it is the object undefined errer.

the blueprints are also stored in the assets themselves not the level just to let you know.

the timeline is also a vector track if that helps

first, plug the other actor output into the object input of the cast so the breakpoint will appear as a red circle then try in the editor, also you cant cast the door to a different actor or object as the projectile will be getting passed through. is the begin overlap node inside the door blueprint if so cast to the projectile instead if not you’ll need to initialize a reference of the door on event begin to play by using the get actor of class node ill post a screenshot give me some to make this

is this made in the level blueprint?

no in an actor blueprint object called target

that worked thank you so much

no problem glad I could help :smiley: