Hello, I have a problem that I can’t figure out how to solve.
I’d like to make sure that when I enter the BP_Finish box collider, I can be teleported to the next level. To indicate the locations at the start of the level, I’ve used playerstart objects. The problem here is that the component doesn’t move but Unreal tells me that my actor is at the right location…
I’ve also tried with the Teleport node and without the Event dispatcher but nothing works…
thank you for your answers
Here’s a structured approach to troubleshoot and hopefully solve your issue:
1. Check Teleportation Logic
First, ensure that the teleportation logic is set up correctly. Your blueprint should ideally do the following:
- Detect Overlap: Ensure the overlap event is firing. You can debug this by adding a
Print String
node connected to the overlap event to confirm it’s being triggered.
- Fetch the Correct Location: Make sure that the target location fetched for teleportation is correct. You might want to log this location or visually confirm by temporarily placing an object at the fetched location.
- Execute Teleport: The
Set Actor Location
or Teleport
node should be correctly configured. Double-check the target actor is indeed the one you expect to move.
2. Blueprint Setup Verification
From your description, if the teleportation node claims to move the actor but visually nothing happens, consider the following:
- Actor Mobility: Check if the actor’s mobility is set to Movable. Static or Stationary actors cannot be moved through teleportation.
- Collision Issues: Sometimes collision settings can prevent an actor from being moved to a new location. Ensure there are no overlapping colliders at the destination that might block the teleportation.
- Streaming Levels: If you’re working with multiple levels, ensure that the target location isn’t in an unloaded or streaming level that isn’t active at the time of teleportation.
3. Using Teleport Node
You mentioned trying both with and without the Teleport node. Using Teleport
can sometimes resolve issues where physics or other updates might interfere with setting the location. Ensure that when you use Teleport
, no other scripts or physics constraints override this movement right after the teleport.
4. Debugging and Visual Confirmation
- Visual Helpers: Place a marker or temporary visual aid at the teleport destination to confirm if your actor reaches the location or if it’s being reset to its original place for some reason.
- Log Values: Use
Print String
nodes to log values right before and after the teleportation to confirm the actor’s location is being set.
- Check Event Flow: Make sure there are no other events triggered by teleportation that might reset the actor’s position, such as a respawn or reinitialization event.
5. Testing Isolation
- Simple Test Case: Try to replicate the issue in a simpler setup within a new project. This can often highlight whether the problem is with the specific project settings or the logic itself.
- Hardcode Values: Temporarily hardcode the destination values in the teleport node to rule out any issues with dynamically fetched locations.
Hope this helps.
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I’ve tested everything you’ve told me and in most cases everything works fine. I have also created another project with the actors I migrated and the problem still occurs…
I still haven’t found a solution
I finally found the problem and fixed it. In fact, I simply put my mesh as root component. I carried out a number of tests on a new project using the same problem. Thank you very much for your reply.
1 Like
I’ve tested everything you’ve told me and in most cases everything works fine. I have also created another project with the actors I migrated and the problem still occurs…
I still haven’t found a solution