Thanks for the explanation of the script stack. I really dont know any C++, my programming experience is limited to the visual scripting in ue4.
The collision volumes ignore everything that isn’t my “swordbox” however, even with only one collision sphere, multiple begin overlaps are triggered even though my sword only passed through it once. I fixed it somewhat by using a DoOnce node. It seems like the “begin overlap event” is more like an “is overlapping” tick that updates every few frames.
Anyway I appreciate the help, I’m definitely going to have to start looking into ue4’s debugging tools ![]()