Game actors in array are not following instructions in For Each Loop. (Activate and Deactivate Issues)

Hm, I still don’t think I’m getting it. I understand what the logic is suppose to do. But how will the power-up platform know when the player steps on it? Stepping on it is what activates the powerup to pull things from further away.

I was thinking I could have the platform send a message to the player which would then send an event to all of the Collectables, but it seemed like I had to do too many work-arounds. I wish I could just send a message from one actor to another with Event Dispatch, but it looks I’d still have to cast which gets challenging when it comes to communicating between actors. Is there no simple way to communicate between actors? Getting all the actors in a specific class is the only way I’m aware of to use something from all actors of one type or controlling something that’s not currently in the world.

I have found a different solution though thanks to your help.

This is from the Platform you step on to activate the powerup.


I’m still getting all of the class actors for Collectable, but I am now chaning the amount of distance.

Here is what’s happening in the COllectable object.

I feel like this is a really dirty way to do it, but the Collectables are just checking all of the time and if they are between a specific number I set as a variable a d the distance, they come towards the player and the other stuff from above happens.

I know I didn’t do exactly what you were suggesting and this may not be best practices, but this project is more of a learning experience of how to use blueprints in general as this is my very first time ever using UE to this capacity and also it’s a game jam so I am starting to run short on time.

Thank you again for you help! That goes for everyone here. I have learned a lot about Blueprints just from doing this.