5.4 How to wake all inside fields when triggered from a Game Ability.

As from the title, i’m trying to have some simple objects in the game scatter when hit by my gun.
While they are “moving” the blueprint works as expected and the objects fly around as desired.
If i give them the time to settle they became unresponsive to the fields i’m using to cause the “explosions” of the bullets. I think the problem is that the bodies are sleeping but afaik there is no physics view that can help confirm this.

  1. spawning a FS_Master_Field, assigning position and transform scale
  2. set activation type: Trigger
  3. Set Field Lifespan 0.1
  4. Set Radial Magnitude (3000)
  5. Set Auto Destroy when finished (true)
  6. … wake bodies?
  7. CE_Trigger → FS_Master_Field

Now i have made several attempts at this, and i tried to use Get Overlapping Actors / Components (with the field), but it doesn’t ever return anything. I’ve tried get all Actors with Tag and adding a specific tag but this would be bad if i wake everything in the scene for every gunshot.

This also doesn’t return any actors :frowning: starting to think it could be caused by the fact that this is running in a gameability…

You need to make a physical material in which the sleep threshold parameters will be equal to 0 (never sleep), and assign it at the moment when you need to “wake” the mesh.

Thank you Predalien, i’ll try this out as soon as i manage to get any hit from the scans i make to enumerate the actors… at the moment i get 0 returns from either the Actors with tag, Overlapping actors and Overlapping components…

So actually i didn’t need to make a physical material with the ignore sleep, the problem had to do with how i used the “get all actors with tag” that was expecting an “actor gameplay tag” and i was expecting the “actor static gameplay tag” that i can set in the BP to work, but it didn’t.
“get overlapping actors” also didn’t work, at least not using the field itself as a collider.

In the end I used the “sphere overlap” node and the wake actors just started working.

Talk about trial and error…