I managed to finally get my tripmine toggle-able by pressing a switch, which plays its own animation. Now I cant figure out why messing with variables and what not cant make them be on when starting the game, I have to hit the switch to get them on. Any way I can figure this one out? Clearly my logic is way off and I need more checks or a timeline but what I do never works.
The particle emitted is set to kill on deactivate.
The switch blueprint, which plays its own animation then sequences to the tripmine.
and the tripmine itself where i feel the problem is, but i don’t know… I’m also using begin overlap to damage the player when they go into the function which draws the trigger on activating.