Multiplayer Disable collision Box

Some assistance needed.

Working on a multiplayer system where the player could interact with NCP/AI. I am trying to set it up to where any player interacts with the AI, it will disable the collision box until the overlap ends. Meaning only one player at a time could interact with the AI.

Below is a screenshot of my blueprint setup.

Collisions need to be enabled to detect begin/end overlap.

The servers copy of the actor is what you should be using to drive the interaction state. Basically when the client overlaps locally nothing happens. Only when the auth proxy overlaps on the server should interaction be executed.

So with that you’d only need to set a bool to determine the NPC/AI is currently engaged with another player. Use the bool to control flow. No need to replicate the bool.

When a player begins overlap check if bool is false. If so set a reference to the player and set the bool to true.

When end overlap is triggered compare reference to “other actor”. If ==, then clear the reference and set bool to false.

Thank you for the reply.

But still having issue. just a little confused with what you meant.

For your collision (overlap) you want to ignore everything except Pawn (aka character).
This will ensure that the overlap event “Other Actor” is always a Pawn.