So… Long story Short. I was working on a Cannon BluePrint the other evening and it was working properly. Firing projectiles and moving as I wanted it to. I compiled, saved (There were no errors), viewed the simulation, and went to bed. Today I am ready to insert them into my level and they are not firing projectiles. Other cannon types that I have in the project that use the same Projectiles still are. The oddest part is that if you get close enough to the Cannon, it will still damage the player pawn, even though there is no trigger for that. But if I don’t touch the cannon with the pawn, it does nothing. I have checked over the code and even tried rescripting the spawn actor node from scratch. Has anyone had a similar issue? If so, I’d love some input on fixing this issue as I’m hours into the creation and really don’t want to rebuild the entire thing.
How are you launching, what sort of event?
Have you unchecked ‘consume input’?
Hey! Thanks for the reply. I actually don’t know what happened. I eventually just completely deleted and rebuilt it exactly the same way I had, since it worked out in the beginning, and it seems to work just fine. I have a sneaking suspicion that I accidentally had the arrow for my spawn projectile set too close to the cannon and when I set collision up to BlockAll it was activating the destroy actor node as soon as it spawned, which is why if you had the player pawn at the very end of the cannon it would damage the player but not at any other distance.
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