Plenty of ways to do this, for a minimal change to your current logic it’s probably easiest to add a GetActorOfClass (with Third_Person_Nasreddin as the parameter) node after the top cast and connect the output to the bottom logic.
To simplify the graph (while still being a very small change), if the coin only responds to player/horse collisions, you can remove the sequence and casts because the GetActorOfClass I mentioned above can always get the player.
Warning: All this assumes there is only one Third_Person_Nasreddin actor in the scene, because if there are multiple GetActorOfClasswill return an (effectively) random one of them.
Thank you for your leply. Sorry Im very new at UE I did this now horse collecting coin count but player just collect one coin then stops. If it is possible can you share a screen shot to how to do it ![]()
Can you screenshot your current blueprint logic (assuming you’ve changed it and it didn’t work)?
Your logic is now half-connected to your top branch, and half-connected to your bottom branch (so ofc it breaks).
Give me a few minutes, I’ll open my UE and make an example.
Okay Thank you so much ![]()
Thank you so much it workedd many thanks for your help ![]()


