If I have 2 triggers in a map but only want the second to be usable when the player passes through the first how do I do this?
So far I have the following but it doesn’t seem to work:
What am I doing wrong?
If I have 2 triggers in a map but only want the second to be usable when the player passes through the first how do I do this?
So far I have the following but it doesn’t seem to work:
What am I doing wrong?
just a branch, and a boolean. True or false. I would create 2 bools, “1st trigger overlapped, and get —set and check true.” Move on to set 2nd trigger overlapped and set a bool to 2nd box triggered.
On end overlap set both to false, but I dont know what you want to do with collision. You want to overlap the box triggers, or set them to blocking? If you say you have a open door, and if player has Ghost power can walk through? I think it would be easier to use a cube static mesh, and render invisible. Then disable collision to walk through. etc
How would I do that, what would the relevant BP look like and how could I amend mine?
What I’m trying to do is have it so the player has to walk through two areas to complete the game, so I’ve used two triggers that need to be set in order, ultimately there will be 3 triggers.
ok so I wouldnt do it like that. I would have 2 different blueprints. Checkpoint , and finished level. I would only enable finish level if the 2 checkpoints were complete.
So say your using a basic checkpoint system like in APtemplate community project. I just went into finish level and added a reference to checkpoint bp. You could set a branch to check the number is true. In that cp system there is integer file, and it sets last checkpoint #. You can set the cp # 1 in level. Then check if greater than 1 to enable finished level. and every level you can add more check points and more numbers if you like.
It’s free community project with lots of good references for timelines, bools, floats, integers, loading screens, adding widgets etc. etc.
[FREE] ThirdPerson Action Platformer - Programming & Scripting - Unreal Engine Forums
Interesting for sure, but found an even easier, although more primitive way to do it by physically moving the triggers in from beneath the level when needed, so trigger one when activated moves trigger 2 into location.
it works!
As long as it works for your game, and level design. Problems ive had respawning is if collision gets hung up the player could enter a different movement state, or fall through the floor. I was thinking along the lines of something like default dan. where you have 20 checkpoints set up in a row on top, and bottom, and respawn points in the middle. So it would always call the last checkpoint, and not let you finish the level unless you have an item, or passed a cp.
thanks for that anyhow its very useful to know