Ah ok, I’ll go through some possible problems and maybe I’ll scratch the issue.
-
The default collision channel for the UseScanner is the Visibility channel. Make sure the actor handles this trace channel as **block **(overlap might also work), or change the UseScanner to use a different channel that is handled this way.
NOTE: Characters in UE4 have a default visible channel of ignore for some reason. (anecdote) I have changed this in my projects with hundreds of characters without noticing a difference - no idea why it’s the default. -
Make sure **ScanForUsables **in BPC_UseScanner is being called (set a breakpoint at the start of the function). If it’s not called, either make sure the tick is enabled on the component, or ScanForUsables is called manually.
-
Make sure that your Use input is being called properly
**Note: **The message “Press E to Use” is a debug print message in the sample, these don’t print in packaged builds