Teleportation does not work correctly on Blueprint
Hi! I'm trying to do a teleportation. I made two almost identical blueprints. Both are my teleports. It should work as follows:
When the character enters a capsule collision after 1 second he will teleport to the other blueprint. But he does not want to teleport. I put a mesh right in the middle of the blueprint where Default Scene Root is also located there by default of UE4. But when the character goes teletranpostar to this blueprint, simply the character is not teleported.
If I move the mesh up the character still is not being teleported. If I move the mesh down it is teleported only that incorrectly, in the case, it appears above the mesh as if it had fallen. If I change the scale of the mesh to 0.0, that is, it will flatten, the teletransport works correctly. Removing the mesh from the blueprint it is teleported correctly. I need that mesh in my blueprint, without it it will not make any sense to the blueprint.
I can not tell if this is a bug. Well, I did tests on other maps and new projects and even on other versions of Unreal Engine, such as version 4.20 and the problem always persists. If I remove my mesh it works perfectly. Putting up a standard box of the editor it continues with the problem. No matter what type of mesh, the same result always occurs.
Could someone help me with this problem?
thank you who try to help me
Note that where you have these graphs matters. If the other actor is actually the player you want to teleport, be sure to wire up the pin. Also your blueprint doesn't make sense. Why do you need to teleport to index zero of all Actors of type X, where X isn't currently selected? Consider using set actor location and check teleport instead. Note that the relative versions are easier to use if you want to say something like teleport 50 centimeters. Also make sure the appropriate actors generate overlap events.
answered Nov 26 '18 at 10:53 PM
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