I have couple of question about trigger boxs

is it possible to draw a trigger box while in the game, change its coordinates along the axes and collect data from this trigger box?

Yes, you can add components run-time. Not sure what draw means here; you can take coordinates of mouse click & release, calculate the necessary transform and feed the component data as it spawns:

You can also blueprint it:

image

And then spawn those instead. This may prove easier in the long run, especially if you need many of them. It does not need to be a trigger, an actor with a collision volume performs the same function.

Can I somehow change the coordinates of the trigger box after spawn?

Sure. Reference it:

It can be done without a hard reference, too, but you’d need somehow obtain a reference from the world. Either by tracing, collision, some kind of look up, or set up Event Dispatchers.

Sorry, I meant. After starting the game, clicking on the screen creates a trigger box. Further, this trigger box can be stretched and dragged around the map.

Yes. As above.

It’s a pretty standard behaviour when you deal with procedural content creation. Most archvis project will have a form of it, imagine you populate a flat with sofas, chairs, tables and whatnots - same technique would be used for placing, resizing and so on. Also in games.

I’m new to development and don’t quite understand how it works. Can you send me any tutorials on this subject? If you don’t mind of course.

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I do not know any. Chances are it does not exist or will make you follow things you do not need. You never mentioned what it’s for so it’s pretty much impossible to formulate a specific enough key word search criteria.


My advice is to split the task into individual components and search for those:

  • how to spawn actors (run-time)
  • how to move actors (with mouse)
  • how to resize actors (how to make a transform gizmo ← plugin attached under the vid)

As a kick-starter:

  • I made an actor with a box (overlapping but collision visibility is blocked) and a hidden arrow that shows up when this actor is selected:

  • when we Left Click, we spawn the actor:

Clicking an already spawned actor selects it instead, shows the arrow and stores a reference we can interact with later on. The next step would be to figure out how to move the selected box.

new to development

When doing the above, you’re likely to run into a snag. if you have something specific you can’t crack, do ask! As in:

How the heck do I keep those boxes above ground? They’re clipping the floor!

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Yes, but you can’t change location and scale after spawn this trigger. I have problem with it

and scale


In my post above there is a link to a YT video with a plugin for a gizmo. You probably wouldn’t even need much script. It may work out of the box.

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Thank you! It really helped me!

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