I was trying to set up a begin and end overlap with in a character blueprint, but its not working. I did a test today and I had a box collision out side of the character bp. It worked for some reason and also triggered my character overlap. Am I doing something wrong?
Do you have under Collision senction in your characterBP “Generate Overlap Events” ticked?
Yes I do, am I not suppose to have it ticked?
You may just need to have a look at your actual collision settings on your character. The overlap event will only fire if the collision channel on both your character and the object you’re trying to overlap are set to overlap. So if your character is set to overlap a world static object, but the world static object has the collision channel for your character set to block or ignore there will be no overlap event. Hopefully that helps
So is there no way to set to detect all objects and not have to set each object in the world to overlap?
If you don’t mind my asking, what behavior are you after?
I want the the overlap to tell if there is an object to their left or right. I am trying to make a basic lean in my character blueprint. I just want my characters camera to stop clipping through walls. I hope that was what you wanted.
I will try that thanks.
I think I understand what you’re after. Something like “when standing in cover (overlap area), check to see if there’s an object on either side”? I’d set it up as a trigger volume for the overlap, then perhaps do a multi-line trace or a sphere trace for objects. From there, you should be able to get transforms of anything the traces hit and go from there.
Also, I think there’s a camera blocking volume in the basic brushes somewhere, maybe add one over the object you’re clipping through?
Any closer?
I see how this method of coding would better, with out a constant check to see if or if not there is a object, which is really nice. But due to my limited knowledge of blueprint I do not know how to make what you explain or what I think I could make. This might take a while. should I mark as solved?
This might be asking to much but can you give me an example of what your talk about? Like pictures. Thank you for helping!
OK, I have a couple things for you. Personally, if it’s just camera clipping you’re concerned with I’d just slap one of the camera blocking volumes into the level over whatever objects/walls you’re clipping through.
However, if you really need to do it BP for deeper functionality, you might try something like the setup I kind of slapped together really quick. In theory, if your player character overlaps something, it’ll do a trace straight left and straight right (depending on your axis setup this may require adjustment) to see if there’s any objects there. If so, it’ll return a hit result and a boolean for the first hit in either direction (IE, if there’s an abject on both sides, you’d see 2 hit reluts and 2 true boolean results). From there, what you add depends very much on the exact behavior you’re really trying to execute.
Again, I can’t promise what I’ve put down is flawless by any means, but hopefully helps you get where you need to be!
Its giving me errors telling me to try connecting a make array node. What does this mean?
On each of the line traces, I believe you’d need to make an array of the objects you’re tracing for. You can leave the “Actors to Ignore” empty, but it may be getting cranky if you don’t tell the trace what object it’s looking for. Probably easier to use a Line Trace By Channel instead. That way, the trace is just looking for the first collision on the line based on whatever collision channel you set the node to detect on.
I am so sorry for keeping you waiting. But have made a huge over sight, I don’t actually have a lean function at all. I have been thinking about a problem that would happen far in the future. But you have my thanks for helping me this far. People like you are what make this forum the best!
No worries, mate! Honestly, I’m pretty new to this whole thing and just trying to pay it forward. I’ve had a few people on here be amazingly helpful and generous with their time and I know how nice it is when someone can give you that last little nudge to get it all perfect.
That said, I hope this is helpful reference for you when you get to that stage and in the mean time, happy devving!
Similar issue?? Probably not I’m using 4.15.2, but the node wasn’t showing that it was firing in the viewer. Non replicating actor that only had one instance in single player, still wouldn’t show that it was firing yet it was carrying out the instruction. I don’t know what I changed but it works now. Sorry I will try to be more detailed for an answer next time.