How do I make a basic shape disappear upon overlap?

I don’t have to make it disappear specifically, I can destroy the shape… I can hide it. Its supposed to be a coin, just like from Mario. When your character walks through it, the coin should disappear somehow.

Seems like Overlap for the shape isn’t firing even though I created the node (I think)

I really have very little idea what I’m doing but I am trying. Just had my first class this week.

This was done in the event graph of the level blueprint. Not sure but I made the coin (flattened cylinder/basic shape) rotate by following a video… Which told me to click the cylinder, add component,then select… scene or actor component. I don’t know the difference yet and the coin is now rotating.

If you’re inside your coin blueprint you could just attach self to your destroy actor node

If you’re using a level blueprint you could reference the block in the level and do it like you have in the picture

Make sure your coin generates over laps, make sure collision is enabled, and make sure whatever collision settings you use, they over lap whatever collision type I assume your player is (pawn?)

in my screenshot, I have all my overlaps disabled, so you would want yours checked

125820-untitled.png

i don’t understand why you’re getting the reference to the parent actor before destroying but ok, destroy the actor should solve the problem, on overlap you can get the reference to the actor where the coin is and destroy it, you can just check the collision in the same actor the coin is, so destroyActor (self) should solve the problem, if your coin is a particle system you could grab the reference to the particle and type “kill component” it would solve the problem, something that may be causing issue is the overlap check, under the collision settings makes sure the “generate overlap events” box is checked and under collision settings make sure it’s overlapping pawns, i recommend you adding a collision component (just try to add a componnent and type collision, you can choose between box, sphere and capsule, all of them should work), then get the overlap event generated by the collision componnent and plug the destroy code to it.