So I have a door blueprint I made from following this tutorial. I have modified mine, but the basic structure is the same. The door works fine, with the exception of projectiles leaving the exit_volume causes the OnComponentEndOverlap trigger to fire.
So if the logic currently states, “When any object leaves the exit _volume, close this door”, how do I properly set it up to say “When **no player **overlaps this object, close the door”?
With a “cast to” you check the type of actor, then all players will be considered. And if you do a master character and create your players and ai based on it, with all specific stuff, by casting to the parent, all children will be considered too.
Edit : And with a “cast to” you have access to the variables / functions / custom events of this actor.