I assign to BP sphere the editable var i set in the “level Editor”. ExitSphere is the corresponding ball of a entrance version (i store this value in the “ExitBallName”)
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I built the name of the exit ball. I will use it after as “Tag” for intercept spatial position
(i know, is a bad usage of MACRO, but i’m a beginner this make my “EventGraph main window” more clear
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If BP type is EN value (EN mean entrance) if this is true, i just go fwd. If this condition is false, it means this is an exit, in this case i apply the tag (i dont know if my steps are fine, or i could save some steps and do it differently).
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Here the last ISSUE, clearly this blueprint is working, but he’s not efficient and or clean. I would add another editable variable to the list, use it to pass his value directly to the “Base Color” parameter of material assigned. (if this change just this instance and not all the instances contain same material in map).
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On Event Overlap (sphere overlapped by ThirdPersonCharacter) i check if the ball is an ENTRANCE, if false, i send message to UI (i will build it after), if true i search all instances with tag “my ball name” (just 1 ball has that tag, cause they are unique), i get the name, I pass the name to GetWorldTransform to get the spatial position, and calling a function “CharacterTeleport” passing “transformation” and run it as a function in “BP_thirdPersonCharacter” that bring BP to that position.
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This is the macro for check if the ball is an entrance
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This is the Simple Function that run in the BP_thirdPersonCharacter to the Exit Ball Position
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