Got a bit of an issue enabling input using Blueprint on a Load Level script. When my character walks into the trigger zone, it detects the collision and loads the level in the script on contact. I’m putting doors in the levels, so I want the player to be able to walk into the trigger zone, press the action key (which is the E key), and load the level specified in the script. Now I’ve tried several methods, and had really messed up results:
Tried using trigger volumes and tying them into the level blueprint. That caused two issues: The first being that it never detected the input, and instead would detect the key press no matter where the player was standing whether they were in the trigger box or not, and THEN it would randomly choose one of the levels specified in the level blueprint and teleport them there on key press.
I’ve also created a Blueprint class called Load_Level, and it’s basically a trigger box with a script tied to it that should allow input when the player is in the volume and allow them to hit the action button and go to the specified level. I’ve tried different variants of this standalone Blueprint class but nothing seems to work. When the player enters the trigger zone, it just loads level on collision instead of enabling input.
Variation 1 (Above)
Variation 2 (Above)
I recall going into the player character blueprint and disabling the action button so that it’s only enabled when entering a trigger zone with a blueprint that enables it, but that doesn’t work either. I feel like I’m missing one little thing that’s throwing everything off. That or I’m using a bunch of commands that aren’t necessary, so I apologize if it’s more cluttered than it needs to be.
Thanks so much for your time!