So i’m currently working on a class project to create a racing game with hovercars. (i’m one of two students working on blueprints) So far i’ve got the car itself working for the most part as i want. I also have a check point system and AS of right now i have a starting blueprint that sends me back to the last check point i passed through when you leave the track for 5 seconds. However I can not figure out how to cancel the 5 second count down if the player gets back on the track, and i also can’t figure out how to prevent the blueprint from firing off multiple times (since the countdown doesn’t end if you leave the trigger box if you re-enter the trigger box it does a double count down causing the player to teleport twice)
I know i need to use a bool somewhere to check if the player is currently overlapped post initial overlap but for the life of me i can’t figure out where i should put it. Also should i be using the OnComp EndOverlap node alongside the BeginOverlap node? I’ve been doing some blueprinting for a while now but I’ve honestly only ever done very very basic stuff like doors requiring keys, learning how to set up my own basic controls from scratch, spawning physics objects when opening a chest, etc. This probably seems far simpler to everyone else and probably on the same level as the previously mentioned blueprints I’ve created so far but this is still new to me.
Edit: I’ve already searched for a solution on google and the UE forums for the past few hours and the only thing remotely related to this that i could find was disabling blueprint nodes temporarily which is fine if i understood how to do it but i don’t and even then I don’t think that’s an efficient work around and would rather learn how to do it properly.
Edit2: On a side note I was also wondering if it’s possible to reference an instance of a blueprint placed in a map different from the one currently being played? Like the racing game prototype we’re making is showing off 4 different points in time using 4 different maps and opening a gate at the end of each section of track, the check points would either be placed at the START of each section or in the middle somewhere of each section of the track and if you hadn’t passed the next check point yet going out of bounds should send you to the previous check point but it doesn’t it just sends you to the location the transformation coordinates were set to last on the same map your’e currently on not previously. rather frustrating but then again i’m not remotely sure THIS is even possible in the first place.