Hey guys, (I’m trying to make an “AI” traffic, wich means the cars are following the splines, and i try to make them to teleport when they rich at the end of the spline to disappear, and teleport somewhere else and pick another spline), so I’ve made an Teleport_BP wich contains this blueprint:
this is the portal shape and collision settings
And the problem is that the “AI_car” hits the teleporter and does nothing
But when I set “cast to thirdpersoncharacter” the teleporter is working
What exactly is the question/problem?
My first observation is that you might be better off not using the hit event, but turning off collision and using the overlap event instead.
The “Ai_car” is not teleporting as i want
Like the “AI_car” is just hitting the teleportal and doing nothing, or with the setting of the teleporter “no collision” is just passing through the teleporter
Sorry, I wasn’t really clear before about turning collision off. Set Collision Presets to custom and set everything to ignore, except ‘Vehicle’ which you should set to overlap (assuming the vehicle actually is a ‘vehicle’ - you might want World Dynamic, but experiment). Then the teleporter will receive an overlap event when the car passes through it. You do need to use the overlap event though.
I would also disconnect all the nodes after you cast to the car and just set its location to some arbitrary point in the world, just to test that it does trigger the overlap event without anything else interfering.
I also tend to use a lot of Print nodes to print text to the screen. Sometimes they can be useful just for seeing how far the execution pulse got, but they’re really useful for debugging values (e.g. which index of the for loop did it get to when it crapped out?).
It worked thanks, a lot, i changed the collisions like that:
After that at the teleport node I changed the teleport flag from unchecked to checked to the both nodes
Excellent, good to hear it.