A - arrow
B - target
D - destination
(corrected): A and B are components with collision boxes. When A box overlaps with B, it should send C (component) with an FInterp movement to D (actor). Any minimalist solution?
(corrected): A and B are components with collision boxes. When A box overlaps with B, it should send C (component) with an FInterp movement to D (actor). Any minimalist solution?
on actor A or B,
Create two variables C and D,
Fill the values of C and D,
On Begin Overlap, Check if overlapped with B or A,
if yes move C → (get the location of D)
In which bueprint? Level?
Or the actor which A, B, C are components of?
(A + B + C are components. D is external actor)
it doesn’t matter where you set up the logic as long as the variables are filled properly,
for now, try it inside the component itself