I am trying to activate the animation from a mesh during gameplay with keyboard button (Interact = “E”), when the player is inside the trigger box (checked by blueprint).
I am trying for some time now to be able to press the key and activate the blueprint without succes.
Can anyone help me with what I am doing wrong?
If I call the blueprint with another one it’s working. The problem is that this blueprint is not working by it’s own.
In my scene I have more buttons like this (see picture attached)
After doing what you mentioned (in button B blueprint), seems like the other buttons in scene are deactivated. How can I enable this to work independently for all the buttons?
The problem is, you’re not specifically sending the E event to the actor in question, you’re calling it globally.
The classic way to approach this problem is with line trace and blueprint interfaces. It will take a while to get sorted out, but once you have it, all the rest of your interactions will be trivial.
After looking in depth at the problem I found what was the couse of it.
It was something related to the collision boxes around. There was another object collision box in front of the collision box of the button that was causing the linetrace not to hit the button.
After I managed to discover this and fix it, it’s working how it supposed. See picture attached after fix. It’s good to know for future.
Thank you for helping me out!
I’ll have other questions, but I will post them in another thread.