Detect overlap of component from different actor

I don’t understand what you’re trying to do. You’re binding a delegate on Tick? There should be no need for that, ever.

Each actor has an int indicating which colour it is, right? When the wheel stops, read the value from the actor hit, cast to the Player and fire a Custom Event with an int as an attribute.

I want to set the material of the card
to match which color the wheel stops
on.

When it comes to Switch on Int, it will probably work ok (just lots of wires). It would work better with a Select node and best with an int | color map, which would look like this:


To be perfectly honest, you can just have each Child Actor store a color variable rather than int and read that if all you need is to set material colour. Switch on int would only makes sense if you needed to execute something unique for every card. It works, sure, but it’s unwieldy in the long run.

But again, I might have misunderstood you.

I got everything working in the editor now. The wheel spins and picks a card based on the color it stops on!

However, when i try to package the game it falls apart.
The wheel spins just fine but my HUD and any functions after the wheel spin dont trigger. Here is the log.

Can you show how and where (which blueprint) is responsible for spawning and storing the reference to the Pin object?

The cone invalid transform is weird, is XY or Z scale set to 0 by any chance?

Is the map that you’re using set as the default map?

Here is the blueprint. The scale of the cone was 0 that’s fixed now. The problem persists tho

You’re accessing Pin Var before you spawn it. It means there’s no way to obtain the location necessary to actually spawn the object :slight_smile: That’s an uninitialised pointer, a potentially dangerous entity.

Just Get Actor Location (self). - Have a look at the bottom left corner of the 2nd screenshot I posted.

ok no warnings now!
But the game still differs from the editor. I added screenshots where u can see that there is no hud and the animation i’m triggering with the wheel blueprint don’t appear… i still get this warning tho.

It’s nearly impossible for me to deduct what can go wrong as I do not know how the rest of the code looks like. I do not even know what your animations are…

When it comes to the cook error - I’m no expert on this. Ensure the game mode is overridden properly in the Project Settings > Maps & Modes and in the World Settings for the map you’re using.