Line trace help

Class settings is where you add the interface to implement. Anyway, you couldn’t find the function to implement - now you’ve found it. To clarify what I meant:

Essentially, for a moment I was under the impression you had more than 1 interface going on. Which could be fine but they can be also inherited, which adds to complexity.

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I’m confused, the interface was already implemented long before I started topic, otherwise the Baseball Bat interface function wouldn’t work which is not the case. The Jump Hit event on the other hand does not and its part of the same interface blueprint.

Character master class blueprint:
implemented_interfaces_3

Enemy class blueprint:
implemented_interfaces_2

Enemy blueprint:
implemented_interfaces

Also if the damage interface wasn’t implemented wouldn’t that mean that I wouldn’t have been able to implement the Jump Hit function into my blueprints to begin with?

Sure, but you couldn’t find one of its functions. Yeah, it’s all a bit confusing.


The top bit Prints, right? And were you to print Hit Actor display name, it would print the actor that is supposed to receive the hit?

image

The bottom bit - Print right after Event Jump Hit does not show up? Is in the base enemy class or is in the child enemy class?

I just tried printing the names of any objects that the player character lands on and the names of the enemies that are parented to the master blueprint aren’t showing up. In contrast, the enemies that aren’t parented to the master blueprint do have their names show up when the player lands on them.

Its the base enemy class, I actually have a couple of different enemies parented to the base enemy class blueprint and problem affects all of them. So the problem is with the base enemy class blueprint and not the child enemies.

So it seems to have nothing to do with the interface then. Collision settings of the children were overriden from the parents’ defaults?

Or, even more likely, the master blueprint’s collision are not right and children inherit those. could happen when you reparent an actor.

I dunno, I tried changing the collision settings on both the parent & child blueprints to match those of the unparented enemy but it hasn’t changed anything.

Unparented enemy capsule component collision settings:

Parented enemy capsule component collision settings:

Enemy base capsule component collision settings:

You’re tracing on the Visibility channel:

image

The enemy and their children ignore:

image

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Thank you so much! That worked!

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