You can stop the wall by getting if the hit actor hits something during the move. This is just a thrown together example:
But this will stop the wall if the player hits anything, so you’d probably want to do more, like check what the player hit. But, assuming the wall is meant to crush the player, you can kill the player, too. You also aren’t limited to a sweep, you can use a trace as well, or anything else.
Haven’t tested, but I’m sure it does.
Yeah. But hit events fire for both actors that collide, so maybe this can be handled from the character bp instead. Edit: Did a quick test, and you can do this. I just have the wall bp only move with sweep on, and have the character BP handle the pushing part if it was hit.
The only problem is the wall randomly stops & starts sometimes. I don’t know why (think it may be that the hit isn’t firing every time for the character), but it should be easy to fix. Also, this does still use a target location variable, which means the wall actor has to have one for this to work; though, you can get it from any actor through an interface. Shouldn’t be a problem, but if it is, maybe using the trace end in the hit result or the wall’s normal can remove the need for it.


