How can i enable physics when overlap?

How can i make an actor (cube for example) fall from the top? I mean i have a cube that is static on the ceiling and when i overlap something i want it to fall down.

you can do it all in the level blueprint.

add a cube to your level and call it ‘falling cube’

create a new blueprint in the content browser and call it ‘collider’ Add a box collision component and a cube to the blueprint (the cube is to see where it is) then scale the cube so it’s smaller than the box collision volume, and set the collision on the cube to ignore all. add one to the level

go back to the level editor and open up the level blueprint from the blueprints button above the editor (make sure the window isn’t fullscreen) then drag the ‘falling cube’ and the ‘collider’ from the world outliner on the right.

then basically create this graph

it binds a custom event to the ‘on component begin overlap’ event of the box collision and then sets simulate physics to true on the cube.

i cant connect the collider and the bind event and also how can i get the Event_0?

I would go about this way outside of the Level BP and just create a Blueprint I could drag and drop into any level for any actor.

  • Create a new Actor BP (I called mine FallingObjects)
  • Add a Box Collision and Size it to your liking.
  • Uncheck “Hidden in Game” for debug.

  • Add a variable called “Hanging_Object” type Actor
  • Make it visible to public

  • Then I would go to the Box Collision and create code for the “On Component Begin Overlap
  • My Trigger only happens when my Player Character overlaps
  • Then it gets the hanging object and turns on the Simulate Physics

  • Make sure the object has Simulate turned off and move it where ever you want in the level.
  • Add the object to the BP

You can then take this and expand on it however you want like making an array of objects and turn them all on at once :slight_smile:

Hope this helps!

it’s a custom event so you type custom event and cal it what you want

decent, i wasn’t sure how to go about moving the box and the tigger individually within the level