Sound and FX only playing on last hit of tree before the tree falls and destructs. I want it to make the sound and the visual FX evertime it is hit with the tool, not just the once before it destroys.

This one is BP_Hatchet Master

This is the rest of BP_Hatchet master

This is BP_DestructableMaster

I want it to make the sound and the visual FX evertime it is hit with the tool, not just the once before it destroys.

Hey @Montypyphon!

So firstly, in your hatchet code, you’re using “Get Actor of Class” which will scan the world and return the first one it finds. It will not always be the one you’re looking for- so maybe switch that out for a “Cast To ‘Tree’” with the overlapped object as the input. Once you’ve done that, can you explain where in the code it’s determined that the tree is finished being cut? Because really you’d just need to move the sound play to be before that point, but after the confirmation that it implements the interface.

Hope that helps, let us know! :slight_smile:

I have now moved it all to BP_hatchetMaster and dont have to cross reference, as i have set the default sounds in the variables TreeHitFX and TreeSound it now plays the same sound if it hit a rock as it does the tree? any way i can fix this? i would like it so it plays the wood sound for trees and rock sound for rocks thanks

I fixed this! i used an interface and used the branch to check if the tree implemented that interface!

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