- Spawn Actor BP_ScoreTrigger works repeatedly. Print (BP_ScoreTriggerBoxed spawned) shows every loop
- PlayerTriggerScore_Event → Print (STB-Overlap-Player-Event), only once.
LogBlueprintUserMessages: [BP_ScoreController_C_UAID_D843AE4D8423427402_1821097607] BP_ScoreController initialized
LogBlueprintUserMessages: [BP_SpawnController_C_0] Gate Spawned
LogBlueprintUserMessages: [BP_SpawnController_C_0] BindToScoreBoxTriggered
LogBlueprintUserMessages: [BP_SpawnController_C_0] BP_ScoreTriggerBox spawned
LogBlueprintUserMessages: [BP_SpawnController_C_0] BInd To Gate Passed - STB
LogBlueprintUserMessages: [BP_LevelController_C_0] SetPlayerForm 1
LogBlueprintUserMessages: [BP_PlayerCube_Pawn_C_0] "BeginPlay — Self: " + Get Display Name(Self)
LogBlueprintUserMessages: [BP_PlayerCube_Pawn_C_0] Eraser spawned
LogBlueprintUserMessages: [BP_PlayerCube_Pawn_C_0] Actor Attached
LogBlueprintUserMessages: [BP_PlayerCube_Pawn_C_0] RE-to-Center
PIE: Server logged in
PIE: Play in editor total start time 0.363 seconds.
LogBlueprintUserMessages: [BP_ScoreTrigger_C_0] Before Call Player Triggered Score
LogBlueprintUserMessages: [BP_ScoreController_C_UAID_D843AE4D8423427402_1821097607] PlayerTriggeredScore_Event ran
LogBlueprintUserMessages: [BP_ScoreController_C_UAID_D843AE4D8423427402_1821097607] Point !!!
LogBlueprintUserMessages: [BP_ScoreController_C_UAID_D843AE4D8423427402_1821097607] 1
LogBlueprintUserMessages: [BP_ScoreController_C_UAID_D843AE4D8423427402_1821097607] ST-Destroyed-Player
LogBlueprintUserMessages: [BP_ScoreTrigger_C_0] STBox Dispatcher fired
LogBlueprintUserMessages: [BP_ScoreTrigger_C_0] STBox-DESTROYED
LogBlueprintUserMessages: [BP_SpawnController_C_0] Gate Spawned
LogBlueprintUserMessages: [BP_SpawnController_C_0] BindToScoreBoxTriggered
LogBlueprintUserMessages: [BP_SpawnController_C_0] BP_ScoreTriggerBox spawned
LogBlueprintUserMessages: [BP_SpawnController_C_0] BInd To Gate Passed - STB
LogBlueprintUserMessages: [BP_MatchGate_Phase1_C_0] Gate Destroyed
LogBlueprintUserMessages: [BP_PlayerCube_Pawn_C_0] RE-to-Center
LogBlueprintUserMessages: [BP_ScoreTrigger_C_1] Before Call Player Triggered Score
LogBlueprintUserMessages: [BP_ScoreTrigger_C_1] STBox Dispatcher fired
LogBlueprintUserMessages: [BP_ScoreTrigger_C_1] STBox-DESTROYED
LogBlueprintUserMessages: [BP_SpawnController_C_0] Gate Spawned
LogBlueprintUserMessages: [BP_SpawnController_C_0] BindToScoreBoxTriggered
LogBlueprintUserMessages: [BP_SpawnController_C_0] BP_ScoreTriggerBox spawned
LogBlueprintUserMessages: [BP_SpawnController_C_0] BInd To Gate Passed - STB
LogBlueprintUserMessages: [BP_MatchGate_Phase1_C_1] Gate Destroyed
LogBlueprintUserMessages: [BP_PlayerCube_Pawn_C_0] RE-to-Center
You can see, the print messages in those 3 screenshots are showing. Except for the PlayerTriggeredScore_Event → Print (…). This shows only once.
My guess, the Bind to the Score Ref (SpawnActor Return Value) isn’t working correctly / with the wrong Ref. But there’s only one ScoreTrigger in the level at any time. The Actor gets destroyed after the overlap event. That’s why I put the Bind to right after the Spawn.
I’m working with UE for 3 weeks now, and I reached my (low) skill ceiling.
I’d be grateful for any tip.