@Everynone Man I really appreciate you that helps so much. Now that I got everything working in my first attempt I can modify it to what you just showed me and do the event driven way instead of the way I’m doing it.
Super helpful!
On a similar note of things not firing or not working. I’m trying to activate a Nigara effect when a coin has come to a rest on the winning zone. I followed a youtube video to make sure I wasn’t doing something stupid.
The setup I have a blueprint object with a treasure box and a child component that is a Niagara effect with auto activate turned off. If I turn it on in the viewport on my blueprint it plays but when the parent object blueprint calls activate when someone scores it doesn’t play the effect.
I also tried spawning it and that didn’t work either. The activate way is what I read is the way you should do it and saw on youtube.
Here is my blue print you can see NS_Death_Coin as a child object of Landing_Zone_Low
In viewport clicking auto activate you can see its playing
There here it is normally with auto activate off
Its a child component of the treasure chest so it must be instantiated in the game correct. Thus, I don’t see why activate isn’t working because its modifying its child. Not gonna lie this stuff is much easier in Unity to learn but I feel once I learn it here it will be much faster to build…
Link to current build:
If I’m not allowed to post links let me know and I’ll remove… Its just a simple windows build…
Screenshot
Once I figure this partcle stuff out I can really get cooking with backend game service that does the user service, login, transactions, etc. I just want to do some particle flashyness when you win and bonus events like a slot machine… So any input here would be super helpful. Going to work on changing things to purely events today.