Ball_BP is pawn - which spawn on every mouse click
want to destroy only those ball which collides with specific actor.
Ball_BP is pawn - which spawn on every mouse click
want to destroy only those ball which collides with specific actor.
Pull off your “Hit” output, then find “Break Hit”. Pull the actor from that and feed it into the Destroy Actor node.
Take “Hit Actor” and plug it into Target on the Destroy Actor.
Do u have any link that will explain “Break Hit Result” in depth.
Then put the Event hit on the player with everything else being the same. If the player is hit he destroys the ball.
You might want to try using some print strings as well to make sure the event is firing as well.
You basically don’t need the Get Overlap Actors because if the ball collides with the player it generates the hit, which then gives you the actor that hit you. Then you just reference that actor and tell him what to do(like die).
Can anything else collide with the Cylinder? If not, then put the hit event in the cylinder. Even then, still put it in the cylinder just make it so that Destroy Actor only fires if the Hit Actor is a Ball Class.
For the hit event to work you need the collision boxes set on the assets, all the right boxes check all over the place, etc.
this actually the setup (sorry for the previous gameplay image), their is no character in the game… Ball_BP is the blueprint (pawn) which spawn on each mouse click.
If any ball_bp hit’s the cylinder i want only that instance of ball_bp to be destroyed.
For this am checking Hit Event within Ball_BP, where i want to detect whether ball_bp is colliding the cylinder or not, if it collides, it should get destroyed.
“Hit Event” itself is not getting triggered … (plugged print string to the out put of HIT EVENT).
What should i do then
Yes, further different types of ball will spawn and would collide with cylinder.
Collision for the meshes are enable and working fine, as “Event Actor begin overlap” is getting triggered.
‘Get overlapping actor’ does check if the Hit Actor is a Ball Class? right or am wrong.is their any other way
So do this. In your cylinder, put an Event Actor Begin Overlap event. Take the Other Actor output and plug that into Destroy Actor.
Awesome!