Hey! I’m trying to make it so I can destroy the cube and box in this blueprint when the player can turn. I want to make it so that once I add a second cube to the blueprint, it isn’t destroyed along with the green cube. I attempted two different methods but neither seem to work.
There is a strong misuse of reference pins here. You need to think of each event as its isolated block of knowledge. If you are dragging in a blue ref pin from another event that executes logic, that reference will be invalid.
In the cube bp, The “E” will not fire because that cube is not possessed by your player controller.
In your first photo, the W event is the closest to working. Get rid of the cast before the Get Actor of Class, this cast is where its failing to continue down execution, the cast always fails because your reference is from another piece of logic that isn’t executed in that chain of logic. When you Get Actor Of Class you are grabbing the first actor provided of that class, you are already in scope of the context of that actor so there is no need to cast afterwards.
I’ve been told I may need to make an interaction system or a movement system with pit stops. I should add, the player in this game is limited to forwards and backwards movement only. The purpose here is so that the player runs into the cube, which stops the players movement, the player would then have to pick a direction in which they can go next, once selected, the cube is either destroyed or has its collision turned off and is hidden so that the player can move once again. Would you have recommendations on how to move forward with something like this? Video links would be super helpful to if you are able to!
You’d want to start with making your own custom implementation of a character. Since you have restricted movement and designated decision points, it sounds like your character is on rails. There are many ways you could tackle this. You could have any number of structs in an array that hold the information to what data a specific point contains, read the data for the current point, execute logic. You could modularize this by creating a data asset that governs what data a decision point holds, have the player iterate over an array of these data assets and execute logic. You could also do this in a level blueprint with triggers and hand jam every single thing that happens on each trigger. The sky is kind of the limit with how you could architect this. As far as a specific video I’d say it looks like you are closest to a point and click adventure logic system.
I’d recommend Ryan Laley as he is an amazing Authorized Instructor with lots of content. Unreal Engine 4 Tutorial - Point and Click Adventure Part 1: Camera Navigation
Thank you very much! I’ll check it out! And at the moment I just have it so that the first person character has the EnhancedActionInput_IA Move disabled for the X value. Its a simple solution, but do you think I’d run into issues with that later on? I want to avoid future issues as much as possible for scalability.