Create overlap interaction with specific spawned actors?

I think that did it! THANKS!

If you don’t mind me asking, was it removing the EndOverlap cast from the DoTask3 that solved it, or was placing the Cast to Modular Mach in front of Enable Input? And if it was removing the bottom link from DoTask3, can you help me understand why so I don’t do it in the future?

Your main problem was using that variable. It wasn’t consistently pointing at any mech.

A much easier way to do the whole actually, is to put that code IN the mech. Then each mech can decide if it will enable input depending on if it is near the collision volume. Rather than you frantically trying to organize it from a central point :wink:

Awesome! Since I was originally using GetAllActors to “gather” the spawned characters, my logic was to gather them and then pick them out one by one on the overlaps through an ID of some sort.

I like the idea of putting everything in the mech itself. I had to test things on the level BP first because getting references to target points and trigger boxes is a lot easier on the level BP for me at the moment.

Thanks again!

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