Hi guys, I have tried to resolve this issue myself by going back over the logic but cannot figure why one power-up effect (add or minus time) will not work. I’m making a rolling ball game on 4.2.1, so I currently have; a HUD blueprint, the RollingBallBP and two power-up blueprints (Star and Diamond) which are intended to act as a point multiplier and to grant bonus time, respectively.
The Star blueprint (score multiplier) works fine, however the Diamond blueprint does not pass the Cast to HeadUpDisplay nor does it execute the DiamondPickup event which should deduct ten seconds. If I take the Cast to and DiamondPickup components out the remaining sequence - Spawn Emitter, Play Sound and Destroy Actor - execute correctly. I have tried hooking the problematic Cast to and DiamondPickup to the OnComponentEndOverlap event, hoping that the DiamondPickup would correctly give the player another ten seconds before the game over prompt but this didn’t work either.
Is there something wrong with my logic or perhaps the HUD type blueprint doesn’t like being cast to?