I’m an amateur at UE4 and am pretty sure I’m just going about this all wrong, so bear with me, Ill explain the best I can.
So I’m working on a candle and torch lighting system for VR. Currently I can take an unlit torch and light it on a lit candle or vice versa. That all works fine. The problem occurs now when I’m trying make it so a lit torch can light another unlit torch or a candle can light another candle.
So I have 2 blueprints. BP_Torch_Master and BP_Candle_Master. Each simply have a static mesh, sphere collision, and a particle component. All the logic is mainly in the candle. In the scene I’m using child blueprints of each of those.
Now I’m using OnComponentBeginOverlap for the collision spheres to determine when the torch sphere overlaps the candle sphere. Simply checks to see if it is currently lit and if one is, it lights the other.
So in this pic you can see, the beginning logic all works correctly. Once I hit the cast failed (or False off the branch in front of it, if it matters) I cant figure out what to do.
The torch is much cleaner and easier to see what the issue is. Here when something overlaps the torch sphere i check to see if its another torch sphere and it will never return back true.
I forget what I did exactly to get it to return true, I had something incorrect going that made it return true but it returned true even if it was not a torch i was overlapping. Even then, when it did return true and I set it up, it would not light the torch.