Hello, I am having a problem with my shrink/growth powerup. Basically, I set up an actor Blueprint that has both the shrink and grow powerups. Both of these blueprints don’t have any code inside of their respective event graphs. I then created an actor begin overlap in my side scroller character blueprint and I added the get class node after that to call upon both the shrink and grow blueprints. I then placed two branches to determine if the player character is shrinking or not. If true, then I summon the destroy actor node for the other actor in the actor begin overlap node. If not, then I plug it into another branch that calls the grow blueprint. I placed a timeline with a vector track that only changes the x position of the capsule component for both the shrink and grow blueprints. I tested it out, but the player character didn’t even react to it. The powerups themselves didn’t disappear and instead stayed on the screen. Can someone help me?
Update, I tried to add the same numbers that I use to change the X position for the Y and Z positions, but they did nothing either.
Hi,
Why do the actors events graphs need to be empty? You should be triggering the logic on the actors placed in the world so its not all done on the character. If I’m understanding you correctly,are you trying to acheive something that scales the characters mesh, like below?
Create a Actor with a box collision and place it in the world and add this to the event graph
Hello, I added the functionality like you said, I even set the character’s scale to negative 5, but it still didn’t change the scale of the player character. It just stayed on the screen like before.
Could you share what you have? Are you casting to the correct character? Using the right mesh?
Here are the screenshots for my event graphs. The top one is the shrink and grow event graph and the bottom one is my side scroller character BP.
If you are using both of those then it will just counteract each other. The top should work fine aslong as the cast is successful. Is the top blueprint working?
As for the bottom graph
I can see that you are changing the capssule compoent scale and not the Mesh. You are also destorying Actor before the Timeline is finished, try plugging that in after the timeline on the finished output.
Like I said before tho you don’t want the shrink and grow logic on the character if its an overlap event. Have 1 BP for Grow and 1 BP for Shrink and put a timeline with the scale mesh logic there.
So just remove the code for the side scroller character BP and move the timeline and destroy node into the Shrink and grow BP’s?
I did as you asked and it’s still not working. The shrink mechanic still stays on the screen. I even changed the capsule component to mesh.
Ok try this.
Create a fresh Actor
Call it BP_Grow
Add Box collision
Untick Hidden in Game so you can see box in gameplay
Make the box bigger
Add this to event graph
VERY IMPORTANT - In the timeline make sure the starting value is 1 for all vectors at time 0 as this is the default mesh size. Change the end value to how much you want to grow by like 2.
For Shrink do the exact same except use this timeline, end value how much you want to shrink by like 0.5.
I tested the grow bp and it works, it is only the shrink that doesn’t work.
Both of them work now. I must have had the box collision to small or something. I upgraded the size of the box and both of them work now.
Glad to hear, mark the post as the solution so others can find it
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