This mostly works, the nodes I used in this attached picture. These nodes are part of the Blueprint of the box that I am trying to destroy. I feel like there’s something minor I may be overlooking.
I’m trying to make a box I can fire my projectile (Bullet) into a few times and then destroy the actor after I “kill” it. The health variable is a public variable that I’ve set to 5 in the Details panel of the World Outliner instance of this box.
So, when I run this game the box starts off with 5 Health and every time I fire my Bullet at it, somehow it decrements the Health variable twice per shot. I’m “killing” the box in 3 shots instead of 5. Why?
you could replace the health variable with a variable damage and on create event set it 0 and on collision event set it to +=1 and destroy the other actor, and do a step event or however unreal engine handles steps and check if the variable damage, for the enemy actor’s damage is greater than 4 it destroys itself, because the damage is clearly 5 or higher, you see what you have done by accident is a major flaw in development you have set it to check if it is eqaul to 0 health or in this example 5 damage, what you in your case should be doing is checking if its smaller than 1 or if unreal engine allows this parameter <=0 (also known as the less than 0 or eqaul to 0 parameter) or in the example i am showing you well i would use this parameter for the variable damage >=5 (also known as the greater than 5 or equal to 5 parameter).
If i helped you out here in anyway possible. Please kindly try to help me with my topics and my unreal engine problematics.
It turned out to be that I had both the box collision and the static mesh of my Bullet Blueprint triggering an overlap event each. This caused the box I was trying to destroy to fire the health decrement function twice per shot.