Hi
Event actor begin overlapping ( and get overlapping actor/component) seems to use the position of the socket from when the parent actor moved for the last time when used on an actor in a socket.
Hi
Event actor begin overlapping ( and get overlapping actor/component) seems to use the position of the socket from when the parent actor moved for the last time when used on an actor in a socket.
Hello,
Could you provide a bit more information regarding this issue?
Thank you
Hello,
I just made a clean project so you can check.
First you need to spawn the obect and attach it to the socket with ‘E’.
Then if you type ‘show collision’ in the console, you will see there is a problem : it’s supposed to print a message when the actor in the socket and the test actor overlap (the printing happens if you make the character run into the test subject but doesn’t if you don’t move your character and let the actor in the socket move to the test subject).
Eventually, you can see that the relative position of the actor’s box doesn’t change when you check the value of the vector (while the box actually change in the game).
By the way, the relative position seems to actually give an absolute position.
here is the link to the project :
and some screenshots :
thank you.
What method are you using to cause the platform that is socketed to move? I don’t see anything in the blueprint that is causing this, but it is possible that I am missing it.
The movement is not in the blueprints but in the sprite editor : I just moved the position of the socket on the sprites.
Maybe that was something that was not meant to be used this way…
I didn’t find any nodes meant to update the overlap propriety but you can update it by changing the half height of the capsule:
Hey lordmagoo,
I believe I found the solution to your issue. What I did was re-modified your socket locations for the last 4 sprite frames and set them back to their default locations. I then made sure to enable ‘Each Frame Collision’ on the ‘Collision Source’ within the Flipbook editor.
I then ran your test and was able to get the collision to respond to the other players capsule component as expected. Try using these modifications to get it to work on your end. Let me know if you have further questions or need additional assistance.
Thank you,
Hey,
The overlapping event now works as I expected it to.
It seems I wasn’t looking at the right place to solve the problem…
I’m really glad you could tell me what to do.
This close the subject, thank you for your assistance !