To start, I’m not the best at blueprints but I know my fair share. But, I was interested in spawning objects between 2 spherical collision boxes. Reason for this is I am creating a space game with 1 main planet, and I don’t want space ships to be spawning too close or inside the planet mesh, as I’d like a specific amount of ships to be in the scene at all times (player collects 1, a new one spawns). I also don’t want to use any box extents because my maps bounds are spherical as well.
So after stirring up some blueprint stew, I created this:
I know the cast to inside removal area is not connected, just wanted something to work for right now. Heres what the - Inside Area Removal - looks like so far:
Inside Area Removal (Event Graph)
So after I created those I just did a simple switch on int and then cast to Spawnitems Function, which works perfectly if I was not trying to remove the items inside the other sphere collision.
[SPOILER]Here is what it looks like:
The point of this image is to focus in on the one cube that is inside the red ring (Sphere1, sphere collision). Inside those red rings is where I don’t want the cubes/objects to spawn.
Note: There is 6 cubes in this preview (you can only see 3), for test purposes. Also, please excuse the SpawnArray function, I was testing with arrays. In this working preview, everything was disconnected from that function in order to work.
Please if you have any ideas, send them my way! Thank you!