I have a project involving an actor (pink meshes), that represents a room, when a collision volume in my pawn (pale pink volume around camera) is moved over it (Event begin overlap), the room should become hidden and have its collision turned off. When the collision volume stops overlapping (event end overlap), the room should reappear and the collision be turned back on.
The collision volume is moved using a Slider in a UMG widget, which passes the float to the player controller:
Which then redirects to the pawn containing the volume:
The pawn then uses a lerp to update the volume’s position:
The last piece of the puzzle is the room itself, that has the overlap events in it:
If I remove the ‘end overlap’ event it all works perfectly, but as soon as I include the ‘end overlap’ event it crashes giving me the error: ‘An infinite loop has been detected’ BUT it lists the cause as being a ‘Delay’ node in a totally different segment of code that comes off a different event that shouldn’t be being called at all.
I’ve found that this error can sometimes occur incorrectly when the engine reaches 1,000,000 loops, but there isn’t any loops at all in this sequence so I’m all out of ideas as to what has caused it. Any help would be massively helpful as this really is a game-changer (no pun intended).
Thanks in advance!