SpawnActor/Destroy Glitch

The Consume Input is available and already checked on the Interact Key. So if it isn’t the consume input could it be the “hitbox” for when the character is considered overlapping my object in question?

This is the last screenshot I have of actual blueprint code that is related to this issue, otherwise it’ll be character movement blueprints and Input from the project settings.

Maybe I could also switch the location of overlap blueprints from BP_Character to that of BP_Pickup, albeit not ideal in an actual project with this feature repeated hundreds of times on different objects but it might change the consistency. This sort of reminds me of an issue I had when learning Scratch for a CS50 class, where a sprite/actor was moved before relevant counting code was able to run.

1 Like