How can I disable/enable blueprint objects in my scene?

So the current situation is that all block triggers are active once you hit play and if you enter the trigger the timeline starts?

First of all you might want to introduce a variable (boolean, instance editable, default false) “TriggerActive” and in the BeginPlay event, use this variable to call SetCollisionEnabled on the box trigger. That way you can turn off all boxes initially, and pick the first one to just flip the boolean in the level outliner to activate it.

How you go on from there depends on how you trigger the timeline. If you do so doing the timeline node in BP, there should be a “Finished” Execution pin. You can use that to trigger the next block. The simplest way would be to make yet another variable “NextCube” of type , make it instance editable. From the finished event, you then take that reference, get its box collider and call SetCollisionEnabled. In the world outliner you can then click on each Actor and use the pipette next to the variable to select which cube will be next in queue.

Hope that helps :slight_smile:

This must be super obvious but I can’t seem to find the answer anywhere.

I have a cube object with a trigger, and when the trigger is hit, the cube sinks into the ground (timeline).

If I have a series of 10 of these objects in my scene, and I want them to fire in sequence - the next block can NOT be triggered until the previous block is triggered and finishes its timeline anim, how can I do that? I basically want to chain these blocks together, with the previous trigger/sequence ending with the enabling of the next object.

I’ve tried using “Toggle Active” but that doesn’t seem to do anything.

How can I start with these objects all disabled to begin with (if the player enters the trigger, it does nothing), except for the first block, and then after the first block has been triggered and sinks into the ground, enable the next block to be triggered?

Thanks in advance!

I usually don’t do a lot of logic in the level blueprint. It tends to become a lot of duplicate code / logic and I’d only use it for very level specific scripts (mission checkpoints, etc.).

The Event Graph of your BP_Cube is the place I’d advise. In the bottom left is very you can define variables like booleans. Clicking on a variable should allow you to set it up as instance editable (so you can override it from the editor). Setting this up should be in the details menu on the right (once you selected the variable).

Then when you click on an instance of the BP_Cube in the level, you should see said variables in the details panel.

Yes, the current situation is all triggers are immediately active on the blueprint objects (set from first node: Event ActorBeginOverlap), so they can all go into the ground right away, as soon as I enter any of their triggers on starting the level.

I will try your suggestion. I’m very junior in this so it may take me a but to understand all of the different things you’ve mentioned. Thank you very much!

So I didn’t get very far lol.

It seems I’m confused about where to do some of these things, and how I’m able to pull references from different places.

I have the cube blueprint, which has the trigger inside of it, and this is what I’ve dragged into my scene about 10 times (so there are 10 references to the same bp object). Then there is the level blueprint, which I assume is where I need to set each of these objects to be inactive, and then activate them one at a time, after the previous bp object is “finished”.

But I’m unclear what exactly to put at the end of the sequence of the object blueprint (which I can then reference in the level blueprint) and then what to put in the level blueprint to activate the collision on the next object’s trigger…

I can’t seem to reference the individual collision from any of the bp objects in the scene, but only the object itself? So I was able to disable collision, but it does it for the whole object instead of just the trigger inside of it. Sorry, I’m sure this is all super basic :frowning:

Here are a few images to show the simple setup. And I forgot I’m not using a timeline to move it anymore, but I don’t think that would change anything.