Multiple Overlap Ticks needed

Hello There,

Recently I’ve been facing issues with Overlaps.

What I want :
There is a circle that when the character stands in, it gets less damage. When The Character is outside of the Circle, its back to normal.

What I have :
When spawning the Circle, the Damage Reduction only is up for like one Collision and then gone.


image

My Code :
The Character that should be effected by the Circle is the blueprint. “Event ActorBeginOverlap” is inside the Character.
Gabriel_R is the Circle that should reduce the Damage.

I want multiple collisions instead of one.


This works as i wish it to be.

But : whenever i put another input into the character, The Overlap is suddenly not working anymore.

Is this a bug ? anyone had this already ?

The Character Collision is set to “Pawn” and the Circle is “OverlapAllDynamic” Both have “movable” ticked.

It’s probably because you are not saving a reference to the actor.

Why not simply use begin / end overlap to start / end the effect?

This only triggers the effect once. I want, that whenever you stay inside the circle you will get the effect. thats why i took the workarround with “isOverlappingActor”

Why does it needs to be set every 0.1s? Would’nt changing it once work the same way?

This is my logic :

The Character Enters the Circle => It gets the Buff. When moving out of the Circle, the Buff should be gone.
Means : The Character Steps into the Circle, get the Buff. Then, the System checks if he still is there, if not, it not getting the buff.
Behind that is a logic that costantly reduces the timer by 0.1 sec, every 0.1 sec (simple tick system)

My Logic works. But whenever I spawn another actor, such as projectiles or whatever.
The System doesnt recognize the overlap of the Circle and the Character anymore

You see those green and yellow icon. these incade the things I want.

When Circle is created :
image

When Stepping outside the Circle :
image

When doing another Ability (Spawning a Projectile, you dont the see spawning of the Projectile)
image

After Spawning, the Icons wont turn back on. Only when I step out and in of the circle again.

Basically another Projectile is denying the overlap from the circle and the character

I understand. :upside_down_face:

The issue of your current implementation is that the pawn it’s not holding a reference to the actor its checking against.


IMO the spawn actor is the one that should apply / remove the buff to the actors that step on it, it should not be in the pawn.

If you are open to suggestions, I would try something like this in the actor that is supposed to apply the buff:
Buff


If you need a timer for each pawn that exits the buff area then perhaps the buff logic should be in a component that gets added when every actor steps on the buff area. The buff area can check for the component to remove any timer or any other logic for stacking buffs, etc.


I cannot help with replication if that is part of your project. I’m sure anyone else can be of more help.

ily works like a charm <3