Hello, i have a pawn that im trying to possess, i already made other pawns that i AM able to possess properly, but on this one it just doesnt seem to work.
So i make a first person game and interactable objects are highlighted when i look at them, which works fine on the other pawns, but this one just doesnt get highlighted and therefore i cant interact with it. i dont know why its not being recognized, collision is on block all and i imported it with generate missing collision, so it shoudl be hit by my linetrace but somehow it isnt.
Id appreciate help
Hey @TwTvGrashmorrit!
How are you recognizing your possessable pawns? Would you mind sharing your blueprints? You state that the line trace is not triggering? Have you tried printing the result to see what you are actually hitting?
Any additional specifics you provide may go a long way in solving your problem!
Look for this setting and see if that changes your situation. https://d3kjluh73b9h9o.cloudfront.net/optimized/4X/d/c/b/dcb7eb6ba1d456e669c25f93adcd66b735854a81_2_397x500.jpeg
i already checked that, didnt help me
i make this project as a part of my school so im still learning, we made an actor component that we called “check for interactables”, i probably need to attach that to my item, do you know how i can do that?
Besides of that, i check for them with the line trace and by looking for an object that “does implement” my “interactable” interface. if that object does have the interface implemented, it applys an overlay material to that object, but that doesnt work so something must be wrong beforehand.
What exactly would help you? Because i dont have much code for that item yet so there is nothiung to look at haha, and since the other objects work fine, i must have done something wrong with the actor component blueprint implementation right?
Can we get BP screenshots?
There’s a large amount of settings that could be wrong here and you’ve basically just said i need help and not provided any details
Without that all we can give you is generic advice like this
Hope that helps or we can get more information here
Welcome to the forums have fun learning, Never give up!
So basically, the first is my interactible item, and the other screenshots are my actor component with the check if the item, that is hit by the line trace, does have the interface “bpi puzzle” implemented, which it definitely does.
But somehow the “set material overlay” doesnt work.
I also tested the line trace hit with a print and the lock does get hit.
That seems to have nothing to do with possessing the pawn and would be another problem/post
Assuming your still trying to find the posses problem as there was never an answer put print stings at every step of the way and see where it stops
Regarding your now set material interface problem
The interface either isn’t implemented which you assure us it is, so the problem is in the logic of it getting to the call ( the ones with the little letter icon ) so its one of your branch conditions
Regarding the lock not getting hit make sure it has a Collison in the right trace channels and use a line trace to find out what your actually hitting
Ok my monkey brain figured it out.
Your reply literally made me recheck every branch condition and that was it.
Im sorry for this messed up post with such low amount of information xD
If i will create a new question in the future, i will provide way more information to work with.
And again sorry for this confusion, it was a single branch condition that wasnt set inside of a function.
No worries… i may have sounded too direct or angry but it’s all a learning experience and learning/teaching was my goal
No its all good, you were just straight to the point, which is completely fine and youre obviously right, i provided low amount of information haha i dont know what my thought process was on the initiation of this post.
Once again ty
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