Play soundcue while instance is in collision

Hi Guys,

I am 99.99% complete noob, so any help would be greatly appreciated.

I’ve recreated a bakery we once owned (3 decades ago), just for fun, a little project that I thought would be nice to surprise my elder parents, for re-visiting that bakery in VR we shared so many years in. At the time of ownership, we didn’t take many pictures, so I thought, I’d take it upon myself to learn blender and unreal, “just enough” to recreate it for them and hopefully have them see it in VR.
The modelling is 95% of the way there, so I thought I’d try to give it a little interactivity.
Basically, include a phone in the scene, where my parents could pick it up in VR, and hear a wave file of an order being spoken over the phone.

Ok, so what I’d love some help with (some= most of the help :smile: )
What I am trying to do,
I have these two meshes,
Phone Receiver
Phone Base (wall mounted retro phone)

I would like to make the phone ring when the player walks close to the phone.
As the user (parents in this case), picks up the phone, the ring would stop, and then it would play a sound file. (one I’ve mocked up, pretending to be a customer, placing an order)
And thats pretty much it… phone rings, person answers (ring stops), then wav file of person placing the order.

If anyone could help me with this, step by step, I would greatly appreciate it.

To note, I have given the phone receiver a blueprint instance, where it can be grabbed (grabcomponent), and I have made them both have collision detection. So you can correctly place the phone back on the hook when finished hearing the wav file.

I have tried, and tried for hours, with the “help” of Chat GPT, and after frying my brains for over 6 hours, I surrender :slight_smile: in going down that route.

And just one more note, I did add a TriggerBox, in the hopes of making that trigger the sound file, which I’m sure would work, but I couldnt get it to trigger when in VR, the user would have the headset (receiver) in the collision/trigger zone…



Hello:

The nodes that start with “CE” are CUSTOM EVENTS.

To create a CUSTOM EVENT you right-click and type into the search query (in a BLUEPRINT) “Custom Event”.

You can recall this CUSTOM EVENT by searching for it just like any other function AFTER its been created. It will appear in the search query.

To instigate the call sequence, you can use a BOX COLLISION that listens out for a collision with the PLAYER CHARACTER.

In the DETAILS PANEL of the BOX COLLISION (usually to the left, when the BOX COLLISION is selected), scroll down the menu and you will see “ON COMPONENT BEGIN OVERLAP” and its foil “ON COMPONENT END OVERLAP”.

The CAST needs to be bound to the PLAYER CHARACTER. Mine is BP_Ash.

The “F” node is acquired by searching for “Keyboard F”. But you can bind the activation to any button you want.

WOW!!! just wow, thank you, a thousand times a thousand thank yous!! :slight_smile:

Well, when I get a chance to get back to unreal, I’ll give this a go… and once finished, I’ll post the final outcome for a youtube link of the bakery, if that’s allowed by the forums of Epic, I dont know… but I’ll cross that bridge when I get to it…

Lenged, just legend… thats YOU! :+1: