My problem is when my character (spectator pawn) enters a trigger box. The default camera will change to a set camera fine however when they are in the trigger box i need a blueprint to stop
being specific … when entering the trigger box i need a rotating movement component to stop within a blueprint.
Needs to cast from (Client set HUD when the trigger box has activated)
The trigger box is set within the ‘open level blueprint’
You could make a boolean for this, calling it for example “bEnteredTriggerBox?”, set this to true when entered the trigger box. And before you execute rotation thing, just check the boolean if its false
See this tutorial video, which explains how to communicate between blueprints and their hierarchy: