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    Really quick little question.

    Im trying to destroy an actor(block) with another actor(small sphere) in VR. So i have an EventHit which goes to a branch. the condition is set to the == which goes to A - the "other" pin on the EventHit and B- an object reference variable. The true goes out to the destroy actor (self). In the scene I used the eyedropper tool on the default option to select the sphere as default.

    I feel like this should work and have no idea what i'm doing wrong to not make the block disappear when i grip the sphere and touch the block with it?


    #2
    Hi,

    Currently you have a reference to an actor that the engine doesn't know is your specific actor. What you are looking for is casting: https://docs.unrealengine.com/latest...ide/CastNodes/

    Instead of a branch, you need to bring in a "Cast to FObject" node, with the "Other" node plugged into the cast node, and on Cast success, destroy the object.

    Hope this helps

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      #3
      oh thanks... actually i got it working fine. Just had some adjusting to do with my variables to get it aligned right to the object reference. i thought i had done that which is why i tried everything else under the sun... hah. No it wasnt a cast because i wanted the eventhit to work when the objects touched each other. from what ive done before cast sends a line out to test from the object? i wanted the object itself. thanks soo much though for your reply..

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