How can i make it so my weapon must swing thru a box to break it?

I just caught up on what you’re attempts in the other comments. Where is your swing event? Can you post a screenshot of the swing blueprint code? Also, is there an animation for your swing? A quick/dirty way to do this would be for example:

  • First set a is_swinging boolean in your weapon BP blueprint to false by default.

We need a way for your character to get this boolean from your weapon BP. Assuming your weapon is a child in your character BP, we can get direct access to this variable. So we want to do this.

  • Let’s say Left Mouse Button pressed swings. When Left Mouse Button is pressed, weapon BP’s is_swinging should equal true.
  • On your Left Mouse Button(or whatever event triggers your swing) event, you want to get Wrench_BP(? if thats the weapon) and then get the is_swinging bool we set up. Set it to true.
  • When Left Mouse is released, we do the same thing except is_swinging = false.

Your next step is to figure out how to get is_swinging when your weapon is overlapping. This is assuming you’re working with a hitbox in the weaponBP.

  • In your On Begin Overlap you want to Branch using the is_swinging.
  • If true(which we set it to true using the character BP), we can now add in the component tag with branch and cast Other Actor to your object you want to destroy, and call the destroy event.

The only thing you need in your crate BP is the destroy event. Every thing else is in the weaponBP or characterBP.

A more complicated and correct way is to set up notifies in your swing animation. If you need help with that I can help you with that to.