Overall i have a working blueprint for it and the actor mesh is a “trap” which i then can snap to the floor and it works perfectly fine. But the problem i have is that it can stack up on the z axis. Any idea how i can “lock” the position to make this floor trap usable only to the floor when i snap it ?
I tried to lock it under “constrains then choosing the z axis” but with no success other things i tried was playing with the collision options but still had the same results. Any other stuff i could try ? Maybe i need some blueprint node to lock this and make it working only on the floor ?
Here is a part of the blueprint. It has to do with the z axis node at the bottom where it say “Grid Size 0.0” if i change that to 200 the trap start snapping 2 meter over the ground so it need to start at 0 and if i can set between 0 or 1000000 then this would be a cheap fix for it, so either it will snap perfectly to the floor at 0 value or next step there would be no 100000 space to even set the trap that high in the level im creating. So i dont even know what node is it that gives this function either 0 or next step up to 1000000+ number for example.
Found a solution but is only half working. So removing the Z axis on the “break vector 3f” node completly disconnecting it. But then im stuck to place and snap the traps only on 0 z coordinates so either the whole level is at this same level and flat as a pancake to be able to snap as intended with no stacking on top of each other anymore… or going to the blueprint where the trap is in the viewport and then set the Z location where the level is starting so if it is like 150 then this should be set in the viewport Z at 150. This is afcourse total bs and not really practical or i have to design all the levels absolut flat. So can somebody pls help how to make this working im sitting like second or maybe third day on this 1 issue and it is something totaly simpel to solve im sure about that… I’m just too noob on blueprinting.
I’m not quite clear if this is in editor, or during gameplay, but the way to stop them stacking is to do a downward line trace. If the actor underneath is a tile, then don’t allow placement
Its during gameplay. Can you explain that more in detail how to set this up ? Is “downward line trace” a node and how or where to find “dont allow placement” ? Ty for the reply tough if thats the solution to all this it would be awsome.
To be more precise this is a floor trap so it aways should snap to the floor. Not to walls or ceiling so aways snapping to the ground even if the ground is not even like going a ramp or second floor if you know what i mean. For now if i had a second floor i wouldnt be able to snap them there with the “solution” i found.
Do i need to copy any single node from the start or just after the branch so the last 2 ones and then i still keep my snap to grid nodes ? btw what is the very last node called ?
I dont know what to do from here. So the cast to actor at the end do i need to get my trap blueprint and plug it in the actor to reference to it ? and then i dont know how to find the last node and if i need to plug my snap to grid nodes? Any chance you can break down the steps requiered to finish this. ty
You need the whole lot. This is a downward trace, to find out if the thing underneath is one of your tiles. You can carry on from the ‘cast failed’ node. That means the thing underneath is not a tile.
You need to cast to whatever your tile blueprint is called.
Ok i see the problem might be that i dont have extra blueprint for any tiles. All i have are these snap to grid coordinates set up. So not sure how i can do it right now. Will have to make some research on this. Thx for the help