Multiple light drain

In the player, the player is checking what’s around them. But…

I think what would be best for me is to have the player able to switch lights (depending on the seat he is in) and only by looking at the light switch. Everywhere I see it says I need trigger boxes to do that, but I am starting the game in the car so I can’t use a trigger box (however I do need a trigger box to help find which seat the player is sitting in).

Not sure if I follow the logic. We started with light battery drain and now we’re talking about an entirely differnt system that has nothing to do with it. You surely have a clear vision in your mind but I have only a vague idea at this point regarding what triggers what.

  • player enters seat (how do you select which seat to enter?), there may be no need for a trigger box at all
  • player is in the seat and looks around, if they’re looking directly at a light switch (a static mesh?) that belongs to the seat they’re in, they can interact with this one switch

For the latter, trace along the forward vector to see what you hit - what the player is looking at. You can use components tags to identify which seat you’re in and which switch belongs to which chair. If there are going to be more elements the player interact with in the car, look into how Interface communication works.