Is it possible to limit the number of a single blueprint’s overlap events a pawn is affected by?
For instance, I have a blueprint that constantly pushes pawns in the direction it’s facing via a timeline that applies force, but if I have two of those overlapping at any point (to create a curve, for example), the force applied is increased as it adds the two blueprints together.
Is there any way to make it so that while a pawn is overlapping with one instance of that blueprint, it is unaffected by the others?
It might be ticky, but consider a bool check with Interface
Maybe if you tell us a little bit more as to what you’re trying to accomplish, because you can probably use components of the custom gravity project available from the community. Because it sounds like you’re doing something similar to gravity but it seems exclusive, rather then summative over all components.
I guess it’s kind of like that, but essentially what I’m trying to do is create a water current that pushes the player along a certain path. Using the blueprint above, I’m using a series of cubes that push the player in a specific direction, regardless of where the player is facing.
However, if any of these overlap, or if the player is touching two at once, the applied force is multiplied due to both of them firing off their overlap event. I’m currently trying to use bools to check to see if it’s overlapping with that blueprint before doing the overlap event, but that hasn’t seemed to accomplish anything.
Is it possible to “tag” blueprints, and have the player pawn only be able to trigger once at once?
Turns out I was organizing bools the wrong way. Now, I have it so that the event tick constantly checks for Bool A, which is enabled if Bool B (which is cast from the player pawn) is checked off, which it is by default. On overlap, if Bool B is checked, then Bool A is checked, and after a 0.1 second delay, Bool B is unchecked. On end overlap, Bool A is unchecked, and Bool B is checked back on.