Achieving Different Hit Results with Specific Actors

I am just learning Unreal Engine 4’s Blueprint system and want to achieve the following:

I have a ball that bounces down a set of stairs. When it hits the stairs it turns a light source a certain color, and when it finally hits the floor it turns it into a different one. I set this goal to myself to learn the tool but unable to achieve it.

I have the following blueprint:

When the ball hits the stairs (which has the tag “stairs” added to it), the light turns into pink, not blue, which is obviously not right.

Could someone point out my mistake and perhaps help to solve my problem; or, maybe offer a better, easier solution? I welcome any advice as I am just learning to use the tool and want to learn it the right way.

This could be caused by setting the tag in the component and not in the actor itself. If you look at the image, you will notice there are two places to input tags in a static mesh actor. If you set it in the tag section (red), you are actually setting it to the component, in your case you want to go to the actor section, expand it so the the advanced settings and then set it in the tags (green). Alternatively you can try and check for the tags in the hit component instead of the actor, since both are returned by the hit event.

Hope that helps! Have a nice day!

Thank you Bariudol. Unfortunately, it didn’t work. :frowning: I am also getting an error during runtime that I didn’t notice before:

“Accessed none trying to read property […]”

This could be the clue.