Okay, so I am making a sequence in my game which involves a simple box collision to trigger the character movement(roaming around) along with some voicelines of the character. The player’s goal is to collect a lockpick and leave the area. The player is meant to head back the same way they came, overlap with that same box collision, and end the sequence by despawning the character. However, when I was testing it, leaving the area, nothing was happening. When getting close to the character, the trigger did happen. I noticed the box collision trigger was moving along with the character. I set the box collision from movable to static, and then after that, when I would overlap it in the, the character’s lines would trigger, but the character wouldn’t move. However, once I’d get the lockpick, the lines would play and the character would despawn as intended. Here is the error i was getting.
“Mobility of /Game/GameZones/UEDPIE_0_Davdav2NewMap.Davdav2NewMap:PersistentLevel.JerjerRoam_C_1 : CollisionCylinder has to be ‘Movable’ if you’d like to move it with CharacterMovementComponent.”
and after that, i’d also get this a bunch of times(on each tick after that i think) "Mobility of /Game/GameZones/UEDPIE_0_Davdav2NewMap.Davdav2NewMap:PersistentLevel.JerjerRoam_C_1 : CollisionCylinder has to be ‘Movable’ if you’d like to move. "
But here’s the thing. I never set the cylinder to be static. I only set the box collision to that, and checked every other part of it to make sure it wasn’t static as well. I tried to look up ways to fix the problem but came to nothing. I certainly hope it isn’t something dumb like that you have to have the trigger move with the character, cuz that would mess up the whole thing. The trigger is at a specific location so when you enter, it triggers the stuff when you enter, and when you leave after getting the lockpick, it triggers the stuff when you leave. If anyone has any idea on how to fix it so I don’t have to make 20,000 other seperate triggers and other stupid stuff, please tell me.