i have created an actor blueprint for enemy character with his whole set of animations and health counters etc,.
i want to spawn a random number of actors of that enemy character blueprint when player overlaps a collision sphere.
based on my limited knowledge, i used an arrow component and collision sphere and when player overlaps the collision sphere i’m calling spawn actor from class in blueprint.
the enemy actor is created but it wont move. it stays on the spawned location.
Is the transform of the arrow ok? Try copying the transform from the one you placed in the world and put the results in the spawn transform, see if that works.
not sure what you mean. do u have any reference to do this?
i however compared the arrow coordinates and spawned object co ordinates and they seem to be fine.
i cant get the animation to play which makes the actor move
it does work if i directly drop the enemy runner blueprint on the level…
what i want to do is spawn a random number of enemies only when player reaches a specific zone.
im using a collision sphere and arrow component to track if player entered a point where i can spawn enemies. and i want to spawn my premade enemy blueprint actor in a variable number of instances. like 3 enemies spawn,.5 enemies spawn.
if i used the arrow component to spawn my blueprint. its spawning but the animation doesnt work, the enemy in green is supposed to run to the left toward the player which was not happening when used with arrow