I’m trying to achieve a simple outline effect on any interact-able object that the player hovers. The basic principle works just fine, my problem is that it only seems to work when my character receives movement input. When the character is static, I can rotate the camera (and with that my ‘characters reach’) but this won’t effect the outline (and functionality).
Here’s how I do it:
My character blueprint has an ‘arm reach’ attached to the camera component, this is a box trigger.
This works like a charm, but again, only when the character receives input. How do I make this work when the character is in the idle state, but the camera is moving (and therefore overlapping)?
I’ll have to admit, not 100% sure why it works, but it gives me the same exact result as my previous set-up. Meaning still no luck when the character isn’t moving (or am I doing it wrong?).
I tried the same effect on a moving actor (made it spin through a timeline), and that works. Seems like the character or the actor has to move in order for the overlap to be detected. But it still leaves me with the same issue, not sure how to make it work when they’re both stationary.
Ah, I understand what you mean. My 2nd screenshot is from a tree actor. So the actor checks if the character is overlapping with it. You mean to say I should always check from within the character, I get it. I did this (and it works), but it still has the same result.
I’ve come to the conclusion that my problem is the actor falling asleep, and therefore doesn’t respond to the overlap event. I’m not sure how to wake up the actor, nor if I should.
I can’t find the settings.
I’m using 5.1 right now.
I use the mesh as a child. The parent is a spring arm.
Same issue, overlapping only updates when I move the character.
You got any screenshot for the settings?
I searched now for two hours and can’t find anything that helps me.
But I understand the engines logic and problem with all this.