Try this instead:
• location is the player
• punch in radius
• make array of type and set it to the object type of the floor tile / treasure / dig site (it’s still unclear how you need it to work). Is stuff buried under the floor? Or the floor is the treasure?
• class is what you’re trying to unearth
• actors to ignore can be ignored
is there a “GetOverlapped” node?
Think of this node as of Get All but location and radius based, with a bunch of filters that allow you to reject undesired results upfront.
maker array of type
More on this in case it’s unclear. Every static mesh can decide what type it is:
So you can ask for only very specific types to be returned:
It’s a great optimisation in a cluttered world. And more types can be added.
And yet another approach is to give the player a collision volume and use it to scoop things up:
Not as versatile, though.