So I made a blueprint that includes a static mesh, an audio component, and a collision capsule. In the event graph, I set the nodes ‘‘onActorBeginOverlap’’ of the capsule, ‘‘OnActorEndOverlap’’ of the capsule, and ‘‘E key’’ with a gate to my sound, since I wanted to be audible when it overlaps and the E key pressed. I put an instance on my level and everything works fine.
Here is the issue, when I drop a second instance in my level the blueprint behaves weird. If I press E the function pass to the event graph but even if I enter within the collision capsule it does not activate the ‘‘OnActorBeginOverlap’’ node which happens to the second instance of the blueprint although the first instance works fine.
What could be the issue for that?
What can I do to fix it?
Is there a chance the blueprint takes as collision data only the first instance for some reason?