I’m trying to create a form of endless runner test from the roller project. I have some problem with “Infinite Loop detected in blueprint: Cube”
You can see in the picture that I’m trying to spawn a new cubes section whenever you roll under one cube section. There is a box trigger in the passageway. It works when I’m only spawning the explosion but the spawn actor event get this error.
Okay, I see what you are doing now. Getting an infinite loop in this situation is correct, you can’t spawn a blueprint with itself. You will need to create a separate blueprint (or use the level blueprint) to spawn other instances of the Cube blueprint.
It works now. My floor spawns a trigger volume that spawns a new floor when triggered and so on.
Now I have another problem. Why doesn’t my ball which is a pawn get noticed by the trigger volume. I use custom collisions but I have to use physics body as overlap. Pawn doesn’t work. It doesn’t get triggered.
By default, the setting for the PhysicsBallBP collision is PhysicsActor. You will need to make sure that the Collision Preset of the PhysicsBallBP and the blueprint Trigger volume will interact.
Hi I don’t understand how you mean i should implement this. Is it C++ code?
Just doing Blueprint now. Or where in blueprint do i set these settings?
I solved it by doing Cast to PhysicasBallBP from OnComponentBeginOverlap like this pictures show! But I still what to know how you meant I should solve it?