Hi ,
thanks for the answer. With “bop” you meant blueprint, right? Well I actually don’t want to create a blueprint for every Particle Effect I have.
And AFAIK overlaps event doesn’t fire
if the object was situated in
trigerbox from the start. You may try
to spawn it in as solution of that
problem.
I am not expecting him to fire the event since I am calling the function GetOverlappingActors on the trigger box which gives me an array of actors which overlaps the trigger box. And since the Particle effect in the world is an Emitter which is an Actor, I hoped it will return me also the Particle Effects.
I am not expecting him to fire the event since I am calling the function GetOverlappingActors on the trigger box which gives me an array of actors which overlaps the trigger box. And since the Particle effect in the world is an Emitter which is an Actor, I hoped it will return me also the Particle Effects.
Well, Emitter Actor haven’t have collider component. So this can be a reason of why it doesn’t got into array
Well, Emitter Actor haven’t have
collider component. So this can be a
reason of why it doesn’t got into
array
So if that is actually the problem, then just a bp with the particle system component wouldn’t be enough. I have to create a collider component as well.
Well I guess I have to go with this one for now. But it would be nice if someone has a proper solution without this additional work for particle effects.