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Engine update broke my Begin/End Overlap triggers!

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    Engine update broke my Begin/End Overlap triggers!

    Howdy folks. So I just picked up development on a project that I haven't touched since April, when I was running 4.7. Now that I'm using 4.9, a BP I had made to climb a ladder no longer works. Essentially, when I enter a specified volume it turns player movement to flying, then back to walking when you exit that volume.

    Click image for larger version

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    It used to work just fine, now it doesn't. If I look at the blueprint during runtime, both the BEGIN and END overlap events are firing simultaneously when I enter the volume. What gives?

    #2
    Update: I haven't solved this issue, but it seems to be related to the trigger volume being a static mesh actor. If I make 2 identical blueprints, one with a standard box volume as the trigger, and one with any static mesh as a trigger, the box volume executes fine, but the mesh volume fires it's begin and end overlap triggers simultaneously.

    But I don't know why that is the case...

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      #3
      Might have to do with the defaults of collisions settings have changed over time for Static meshes.

      You should really be using volumes for your purposes I think anyway, not static meshes.
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        #4
        Originally posted by keyle View Post
        You should really be using volumes for your purposes I think anyway, not static meshes.
        What is the reason for this? If I need to start doing it that way, then so be it, i'll adapt. However, I found it a lot easier to make some simple geometry in max that conformed to the unusual shape I needed for my volume.

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