Basically I want it so when a ball(Actor Blueprint) goes into a trigger box, it causes the player to move forward as if they pressed W. The player should keep moving until the ball moves out of the trigger box.
On begin overlap you try cast the actor with your ball actor, if it’s successful you change a boolean (e.g. autodrive) to true.
On end overlap you try cast the actor to your ball again, if successful you change the bool to false.
Then continuously, e.g. on event tick, you’d check for the boolean and if true, you’d add movement input to your controlled pawn similar to how the WASD does.
Other option is to enable / disable event tick on a blueprint when that boolean is changed, and the event tick is doing the add movement input to your controlled pawn.
Hope this helps.
Thank you for your reply! I’m not sure what node specifically adds character movement or movement inputs. This is what I have so far.
You add movement input to your character via the player controller.
