I’ve tried to attach the thirdpersoncharacter to the boat pawn so the character moves with it, but it doesn’t work.
Thanks!
You don’t want this in an event tick. You just need to attach it once. It looks like its probably attaching and detaching immediately after since its in the event tick. Otherwise it looks like it should work. You could also mess around with the keep world/snap to target based on the attachment you want
You’re executing the AttachToActor node on every tick which means that, depending on your system, you are attaching the Boat to the Galleon 60+ times per frame, likely causing it to fail. Optimally you would execute this on BeginPlay or with a Custom Event.
I also noticed you’ve selected “Keep World” as your Location Rule on the AttachToActor node, change it to “Snap To Target” so the Boat actually displaces itself to your Galleon (at the pivot point).
I’ve change it to event BeginPlay, but it doesn’t work anyways…
Is your can boat true on begin play?
No, it only is true when you enter the rudder’s trigger volume
Hello, put a breakpoint on the attach to node to debug it. Maybe your boat reference is not valid.
Add an F key or something similar and call the attach node when you press F just to see if you can attach.
then your problem would be that can boat is false and it will never attach
if your still struggling try this
- add a collison box to your boat
- next add an OnComponentStartOverlap cast to your ThirdPersonCharacter and set canboat to true
- next add an OnComponentEndOverlap cast to your ThirdPersonCharacter and set canboat to false
- change your BeginPlay to something like Input F
now when your character gets near the collsion box and you press F it will attach if it is already attached it wont overlap and thus it will detach

