Hi, I want to deal with a collision between a character and another actor, so when the player presses a button (Input Event) its character blueprint checks if it’s hitting another actor of a certain class (through Cast to) and then other functions about the impact are called.
However, to do that I think it would be interesting to call the Hit event when that button is pressed and do some filtering with flow control. So how can I call an event in Blueprints? It was possible in Kismet and UnrealScript, so I hope it’s here too.
Before thinking in calling events I did this in another way: a bool is set to true when that button is pressed and a timer makes it false after a little time; the Hit event was configured to check that bool and if it was true make the desired effects. However, this didn’t work most of the time, because although the character was touching and colliding the other actor, the Hit event had already happened many times when the button was pressed, so no effect would happen unless the character walked away and hit again. So maybe something that checks collision between actors on any time is a better solution for the whole thing, just some kind of Hit or collision checker event or function called every Tick.