Ah okay, and with false I have the level end?
Can I just cut out that command and still have the ability to go back a phase with the rest of the blueprint?
Because I don’t want it to reset the entire level
This is the bit that triggers next phase. Without this, you’d be stuck in the same phase forever. I thought you wanted to go to the next phase after X seconds.
After phase 4 I want the level to end
Put what you need where the Print String is.
Oh I see! Thank you, I will try this all out later
What should the value be of Set ID?
Thank you, your blueprint seems to be working perfectly. I’m trying to figure out how exactly to define what stops it with the ActorBeginOverlap. How exactly would I go about doing this with say 4 different overlaps and how do I place it into the blueprint?
Also trying to figure out how to create the overlap in an actor (a room) where pressing the button will trigger the overlap to turn on/off.
And how do I then cast that box trigger from that actor to the place I have created this teleporting blueprint?
Probably 0, it defines which array of the locations we’re currently using.
How exactly would I go about doing this with say 4 different overlaps and how do I place it into the blueprint?
Many, many ways. You can make the collision volume into an actor and give it an ID. Or you could flag just the component with a tag:
And then whoever runs into that component can decide what to do se on the tag:
Also trying to figure out how to create the overlap in an actor (a room) where pressing the button will trigger the overlap to turn on/off. And how do I then cast that box trigger from that actor to the place I have created this teleporting blueprint?
Could you shed some more light onthis scenario:
-
what kind of button (UMG widet button, player’s avatar pushes it in the 3d world, the user presses a key on the keyboard - if so, does the playable character need to be in a specific place). Assume (correctly) that we know absolutely nothing about what you’re making.
-
regarding triggering on/off collision - do we need to be near it to disable it, look at it, select one with a mouse? What are the criteria? Is the collision an actor or just a component?
There are too many unknowns to suggest something specific. I could script something but it may simply not fit into your existing system in any useful way.
Lets assume your collision volumes are simple actors and you’d need many different ones with some special behaviours further down the road; and lets assume the player interacts with them by being close to them and pressing E. I’d give the player a sphere overlap, Get Overlapping Actor Class on key press and send an interface message target actors can interpret.
- this would be in the player:
- this would be in the collision actor:
But again, this may be utterly irrelevant as I don’t fully understand what is going on You know what they say about assumption being a mother.
Thanks! this seems like it may work. So basically the player can move around in this room. I have set trigger volumes in certain areas so when the player is inside that trigger volume, he is able to press E to turn something next to the trigger volume on/off (all of this has been created in the same blueprint of said room, I know it might not be recomended but I like the way it is:)) But I also want that same switch to turn on/off a trigger volume (box collision or whatever would be best) where if the AI touches that trigger volume (when it is switched on by the player), he returns back to a previous phase. (that trigger volume is another trigger volume(not the one the player enters in order to use the switch)). The trigger volume needs to be invisible ingame and does not collide with anything else in the scene. So preferably Id rather it be a trigger volume than a sphere or shape, but i guess that wouldnt matter since I can make them invisible anyway
That all helps a lot, I’m trying to still figure out how I can tell the previous blueprint that if the AI is in that triggervolume he will go back a phase exactly
I don’t know how to find the ‘Event Toggle Collision’ node either
I don’t know how to find the ‘Event Toggle Collision’ node either
It’s an interface message. But that’s only useful providing you’re using actors as colliders. If you’re using just simple components. Use tag to identify them.
What I mean is, I don’t know how to add that event to the blueprint. I right-click, type event tog and it doesn’t show up.
Okay I think I have got it to work my own way, now I just need to find a way to put it into this:
Ignoring the button press part.
Oh wait, Event ActorBeginOverlap should make it work regardless what collision it is…
I seem to have got it to work but using a break hit result node… Issues I am having however: sometimes it does not work. sometimes the AI skips a set or even 2 sets! (I did place a 5% chance to move node added on to your blueprint). And the AI takes about 10-20 seconds to teleport back a phase when it does work, I would like the returning back a phase to take 3 secs max.