Oki, so here’s what I eventually came up with, which actually worked. I cannot verify whether it will work in multiplayer, but I can’t see why it wouldn’t. The only weird scenario I can imagine happen, is two players entering the trigger volume at the exact same moment. I suppose it makes sense that only one person can use a jumppad at a time?
So basically I get all Character objects that overlap with the trigger volume, which gives me an array. Assuming only one character is inside the volume at a time (a reasonable assumption), I simply get the first index (0) and then cast that to a Character, so that Launch Character will accept it.
As I tried implementing this with my actual jumppad, I found out I can simply use the ‘Other actor’ output from the OnComponentBeginOverlap function, cast it to a character, and then give that to the Launch Character function. Neat. I suppose this also solves the concurrency issue mentioned above.
@PenguinTD, I looked into the for each loops, but they didn’t seem that helpful in this situation.
For future reference, this is where the casting functions are hiding!
Lessons learned, turning off “context sensitive” can sometimes be helpful, but it also sometimes just acts as a blockade
Truly my greatest achievement. So far.