Ball (mesh actor) doesn`t execute script

Show us a screenshot of the script that’s triggering the transition - it will be easier to suggest a solution.

Hello guys
I tested all and I watched in the internet for a solution, but I found nothing.
My problem:
I am trying to execute a scritp with a ball [a sphere(static mesh actor)] if the ball go through a door:
The BP script switch the player to the next level.
But when I try it, only if I go through the door I go to the next level, not if the ball goes through the door.
I hope you can help me.
If you need more informstions, write it down /

Ok, but i send it you the next day. Because I am now not on my pc

Check your collision settings on the ball and the door’s trigger volume to make sure they can see each other. Ensure the collisions are actually enabled by setting “Collision Enabled (Query Only)” or “Collision Enabled (Query and Physics)” on the objects which should overlap.

If you are using “OnActiveBeginOverlap” make sure “bGenerateOverlapEvents” is set to true (checked) on the appropriate objects otherwise overlap events will not be called.

Make sure the sphere mesh you are using actually has collision bounds. Open the sphere mesh in the mesh editor and select Collision (Green mesh icon) ->[Check] SimpleCollision. This should show a green boundary around the mesh. If this doesn’t appear, then the object doesn’t have a collision bound and thus will never fire collision events. You can fix this by going to Collision (Top menu) → Add Sphere Simplified Collision.

Once again, go back to the actor blueprints and ensure the collision properties are set.

You mention that your character will teleport you to the next level but the sphere won’t. If this isn’t intended behaviour then make sure your script which handles the overlap validation is referencing the right object/components.

My project can’t rebuild it :frowning:
I must delete it. Now I can’t send you a screenshot.
Sorry

Thanks, I try it at my new game.
Because my old game didn’t saved :frowning: