Impalement system

I dont know how to change the collision settings to make the spikes impale the character and get attached to them. You can see everything in the video:

Hey @acfsca!

I have to be honest that looks great as it is. I’m not sure what the issue is? Could you try to be a little more specific in explaining what the issue is? Because I see a player walking up to spikes, getting impaled, and staying right there… Which sounds like exactly what you want?

actually it just gets stuck between the spikes. they push the body away.

Ahhhhhhh okay! Are you using a “Killbox” or does each spike deal damage individually? Could you show the code that kills the player?

I dont know what killbox is… Each spikes dealing damage individually
Im just trying to make an impalement system like this:

I’m not sure where this code is located, so I’m not sure if you should pull “Get Player Character”, or what. But you need to use either “Attach Actor To Actor” or “Attach Component to Actor” with “Keep World” as the setting, I think. You may want to play around with that setting, sometimes it can give really subtle differences. But it’s going to be “Player Character” and Spike for “actor to actor” and Player character->cast to BP_ThirdPC->get Skeletal Mesh->attach for “Component to Actor”.

Hope this helps! :slight_smile:

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its in the thirdpersoncharacter BP> eventgraph

Thank you

OKAY! :slight_smile: Then just use “Self” in place of Get Player Character :slight_smile: or just “Get Skeletal Mesh” instead of all that other stuff for the component attachment!

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Thanks and happy developing! :slight_smile:

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