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Blueprints dont work when passing through trigger

So i've implemented a blinking mechanic that's pretty basic in my game

https://gyazo.com/5f8cbf774a62afdce7103d98fe5d0f51

But when i added some box triggers that play ambience sounds apparently it stops working?

https://gyazo.com/70fa10c8780982f58674f27a653aec6d (This is one of the ambient sound BP's)

I've done nothing to the blinking mechanic since i finished it which was quite a long time ago and i've got no clue why when i pass through the trigger it stops working?

Another note is before some other triggers didnt work at all but now half of them do and the others dont, what's going on?

Product Version: UE 4.20
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asked Apr 20 '19 at 09:18 AM in Using UE4

avatar image

NovaTedd
3 1 3

avatar image Nebula Games Inc Apr 20 '19 at 02:50 PM

Post your blueprint code here https://blueprintue.com I can't tell what is going on by just those 2 small screen shots. They aren't even connected, I can't see where the execution wires are coming from in the second pic. The first pic looks simple enough should work. But yea, this isn't enough info to figure out what the issue is.

avatar image NovaTedd Apr 21 '19 at 09:09 AM

Alright i got some more updates,i dont think ill need blueprintue.com for this as this doesnt look like something blueprint related, but i can still post more blueprints if neccesary, so i removed all of the ambient sound triggers and left the normal ambience sounds that didnt require triggers and everything worked properly, then i added one so a level sequence that opened a gate would play and pam, my pause menu and my blinking mechanic doesnt work again, solutions? my trigger boxes are cursed

avatar image Nebula Games Inc Apr 21 '19 at 11:08 AM

Sounds VERY blueprint related my friend. Yes, post the blueprints. What did you connect to that trigger box?? And the level sequence post that too.

avatar image NovaTedd Apr 21 '19 at 05:04 PM

alright then, the intro i made, blinking mechanic etc, some mechanics stop or start working depending on me adding or removing overlaps, whats going on? could send the rest of the BP but it's pretty messy and doesnt really involve overlaps https://blueprintue.com/blueprint/7c_7qjfj/

avatar image Nebula Games Inc Apr 21 '19 at 05:28 PM

I don't know if something happened when you copy/pasted but why do all of your overlap events say "On Actor Begin/End Overlap" (None)...is there no actual reference for that actor anymore? Did you delete the actor you initially made the overlap event for? Is this the level BP? Appears so....You also aren't casting for any of your overlap events which means that ANY actor overlapping could fire off that execution path which will stop/start your sounds. You need to prevent that by taking the other actor pin and casting it to the player or whatever actor you want to actually trigger the overlap events.

alt text

overlap-events.jpg (108.9 kB)
avatar image Nebula Games Inc Apr 21 '19 at 05:31 PM

Never mind about the first point, I just tested it, that is from blueprintue.com

avatar image Nebula Games Inc Apr 21 '19 at 05:32 PM

Also, can you paste to the same website the code that works (no issues with overlaps) and then what you add when it breaks? So I can see the difference between the functioning overlap code and the non-functioning?

avatar image NovaTedd Apr 21 '19 at 06:23 PM

Here's my entire blueprint https://blueprintue.com/blueprint/p48ss3jh/

And i DO have some trigger boxes that collide with eachother or some walls so maybe thats the reason, but why would my blinking mechanic stop working all of a sudden? its not triggered by any trigger boxes.

EDIT: How do i exactly pin the other actor to my character? (first person character i believe) can't find the proper action

avatar image Nebula Games Inc Apr 21 '19 at 06:54 PM

I will take a look when I get a chance later. As for the overlap issue, check out the first video here. Goes over casting. That is what you are looking for.

https://www.youtube.com/playlist?list=PLyu-W38DvZhqByAoeva1jewB5s78zQHIy

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