so I got the topdown example with a few modifications but that shouldn’t be important for this issue.
My problem is:
I got a character standing around. If I click on him the player character will walk up to him (until he is in attack range) and then shoot a projectile. This works perfectly so far. The projectile will hit the random character standing around and will destroy itself.
Right before that I am calling the “Apply Damage” node to deal damage to that character. However the “Event Any Damage” will not receive anything.
I have for debug purposes a “Print String” behind my “Any Damage” event which gets never called.
Now the first assumption would be that I am not calling the right damaged actor. However I’m not even using the “overlapped” actor but rather one I provide when spawning the projectile. If I destroy that target actor instead of the projectile that character standing around gets destroyed as one would expect.
Here a few pictures about the setup I got
The Projectile itself:
The actor class which gets hit (I previously used the parent class to handle this… well that wasn’t the issue either).
Yes the parent call is disconnected right now as I only want to get the input at all before debugging anything else. The “PrintString” should work though which it isn’t.
And last but not least the function which gets called when the character should autoattack (this works as well… at least it gets called. If there is an error I overlook it).
Outside of this picture is only a bit of return logic and the condition which works as it does fire the “AA!” Print String and fires a projectile.
Can I have any answer?
Is it a bug and I just have to wait a version?