Here’s the problem: I created a proximity mine, that inflicts damage on EventActorBeginOverlap, (but only on AI, player can enter it’s collision box) destroys itself and spawns particle emmiter. It works just fine, when placed in world through editor. But. I want to give my character ability to place this mine via keybord key. When this button is pressed, particle emmiters immediately fires up, like if mine launched DestroyActor function, without damaging my character at least. Any ideas how to fix that?
Nothing after the Destroy node will get called, as it has been destroyed at that point, the dead don’t talk back… Put the destroy node at the very end of everything.
Yeah, it suppose to be obvious… But it’s not With Destroy Actor function at the end, the whole thing stopped working. Mines are poping out where I’m placing them, but they’re just laying there, no kaboom for the enemies
Alrighty, I put DestroyActor back after ForEachLoop and I moved ApplyDamage before MultiSphereTrace and all seem to be working now