Box collission triggers for no reason?

Hello! So I’m making a “chase scene” where when player walks in a “Box Collision” the wall breaks behind the player, and monster walks out.

Right now the box collision triggers even if player is not even close to it. (Right when starting the level)

(Wall cover is a temporary wall that disappears just before the “Fractured” wall explodes, did this so the monster can walk through the rubble when no collission)

Any help is appreciated!

The only way it will activate is if you have a firstpersoncharacter inside the volume; it could be another character that you don’t control, or your character could have more than one collision, since in the Blueprint you don’t check if the collided component is the capsule, or is a bug :sweat_smile:

hi, even for an instant, if it triggers due to bug or some reason, you are doing casting and if it is also going true, then its weird. what happens if you disconnect casting? does that logic fire? and also, add print strings to cast success and cast fail as 2nd test, so that we will have something to debug ..

I removed the “Cast to BP_FirstpersonCharacter” and it still fired as usual, also fired by my AI moving into it.

I thought casting to firstpersonchar makes only THAT trigger it, so I’m very confused on what could be the issue.

i think those left side doors or some mesh is interacting with it, can you make it small, place on ground and see if after playing, it is getting triggered? and then, see on casting logic, add print string to cast false. expected behavior now should be cast false should come till you overlap with it. and put it hidden in game to false so that it is visible while playing also to you