Ok I’m going to investigate with some video recordings (not done many videos before)
I’ve got a free afternoon tomorrow (at least I hope so, getting a bed delivery for my new house) so I’ll try to do a video series on everything I’ve been working on with in depth explanation on how things worked.
Yanzco the green/red overlap snap is actually very very easy, create 2 vector parameter materials, one called “good” and one called “bad”
My setup has a normal actor spawned which contains all the traces to determine the good/bad status before spawning, this takes its transform from the sphere contained in the character blueprint (with its scale transform removed). Updated by tick. If everythings ok it changes the material of the static mesh contained in the actor to either red or green (red being default, this is actually the first node in the tick line).
I’ll go through this in the first video. OverRated_AU if you want I could start a new project and go through it step by step, I’m trying to make it more streamlined (I’d love to make parents and they all can be copied and just used to make new assets). Either way making a video would be a new challenge (everyone loves them).
Sounds great man thanks, i have a friend thats a 3D modeler and making parts for this system would take him no time and this vs the other systems i’ve looked at this seems a lot cleaner.