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Overlap Collision

Hey, i need help with the blueprint here: alt text So first of all: when a player enters the Collision Sphere then the Command is sent to all Players and the server. So i checked if the "Other Actor" is the same as the Controlled Pawn (i found it on a differed thread). That way worked well when i wanted to show a widget only on the Characters that are acutally inside the Sphere.

My Problem here is that when Player one enters the Collision the Object gets Destroyed but when Player two enters the Collision first, nothing happens. Can someone help me?

alt textalt text

Product Version: UE 4.20
1.png (147.6 kB)
2.jpg (91.5 kB)
3.jpg (105.7 kB)
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asked Feb 16 '19 at 03:16 AM in Blueprint Scripting

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avatar image xXKrusty_ Feb 16 '19 at 03:23 AM

since player 2 can destroy the actor when "Get player Controller" is set to 1 i could just check with a Branch, but is there a more efficient way?

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This won't work because you are always checking the overlap against player controller "0". In a multiplayer game you would have multiple controllers, so for it to work with player 2, you would need to set player controller to "1". But then it won't work with player 1 (controller 0). What you should be doing, is destroying the object based off of the "actor" overlap not the controller. So instead of checking if the overlap is the pawn controlled by a controller just check if it's the "pawn" directly. So cast to "pawn/character" class and be done with it. Forget the controller stuff.

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answered Feb 16 '19 at 06:23 AM

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Nebula Games Inc
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