I have an actor that I use physics constraints with (two used as hinges and one as a latch, to make a trap door that breaks). I decided to make triggers to break the latch (just a box mesh with an OnComponentBeginOverlap event that calls the latch constraint’s break constraint function).
I also need to reset it, however, so I (after storing its transform) destroy the actor, and then respawn a new one from class (SpawnActor). The triggers, for both resetting and breaking, are obviously unaware of these new ones, since the names are different from the base trap door placed in the world. Is there a way to keep the triggers updated with these new actors, or does this problem require a re-thinking in C++?