How to share 1 hit event between 2 objects?
2 equal importance objects collide, and i want to trigger 1 FX (sound+particles) event upon the collision, rather than 2 (one for each as it is now)
the objects are of the same class and importance, so saving the functionality in only one isn't an option.
how would you go for implementing that without hurting the performance badly by saving an array of all collided objects?
These objects collide a lot, and there are tens of them. not only 2.
Came out with an idea. Will hear other options with pleasure.
This way the first one to trigger the hit event will spawn the FX, and the second one will be prevented from doing so.
answered Apr 08 '19 at 03:58 PM
Hello! Was thinking you could also use an Event Dispatcher to talk to the LevelBP and have the LevelBP execute a Spawn Emitter at Location after a DoOnce (Pass the world location of a hit in the Dispatcher). Have also a FlipFlop behind the DoOnce (and after the Dispatcher) that has A wired to the DoOnce's Exec and B wired to the Reset so that the second/superfluous Dispatch resets the Do Once for the next pair of Hits.
answered Apr 08 '19 at 05:02 PM
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