Hi all, as the title says, I’m trying to “animate” several instances of a static mesh spawned with a construction script from a blueprint, every mesh has a collider since I need that every mesh moves independently.
The animation would be triggered by an overlap event on the collider when overlapping with the player.
The problem is that no collision is recorded, not even when setting collision enabled both on collider and Actor, not in the construction script nor in the event graph.
The thing that bugs me is that the animation happened only once, but many hours ago, then nothing.
I have been trying everything that I can possibly think of but I’m having no luck, even by starting a new Actor blueprint.
Here is both the event graph and the construction script of my blueprint:
You are setting light and collider in a loop, thus you are constantly overwriting it.
You really should be using a bind function during the creation of the collider in the loop.
Do you mean binding an event on overlap outside the loop functions? I found out right now that even adding a single static mesh and trying to move it on overlap fails (already set everything on movable).
This is just an example. You will probably need to bind it to an event in place of a function if you need the timeline (it can’t be used in a function) but you can just choose to generate an event in place of a function (all else should work)