I have a scenario where a moving character has a trigger in a radius around it. Other characters who walk in to that trigger have a sequence of events placed on them (ticking down health, for example) until they leave the trigger.
The problem I have is this:
One character walking into the trigger is fine, but when a second character walks in, the sequence of events put onto the first character is stopped as my blueprint is now focusing on the second character. How can I have both sequences running at the same time, independently of each other?
I tried sequences, but it has the same effect.
Thanks in advance, and sorry if this is a silly question!
To clarify, the program runs as intended if I wait for the first actor to be deleted before overlapping with the other, but if I overlap with the second before the first is ‘complete’, I receive this error after play has stopped:
if your using a timer or delay to countdown time till a character is destroyed then you are going to want to put the timer logic on that character. you need to do this because everytime the event is triggered the values will be overwritten, but if they are on the character itself it will persist. so basically when this event is called just have it call an event on the character.
It looks like your trying to make a pain causing volume here. if thats the case then just just get all overlapping actors and use the apply damage node.ill post an example below. basically at a set interval based on a timer you get all overlapping actors and for each apply damage. then on the characters have an event any damage which decreases the health value and also checks the health value to see is the character should die.
I think the problem is that your Overlap node only sees the last Object that has entered the collision area. That is why sequence, etc. wont help, you need somehow to make your Overlap node/collision to see Both objects. I am struggling with the same issue, but I cannot seem to find a solution. Good luck and let us know if you find a way around this.