Why do I try and throw that error?
Blueprints are context sensitive, avoid dropping nodes on their own - use the wires - this will save you a lot of headaches and prevent making mistakes. Also, the order in which you connect nodes may matter - it does here:
why [âŚ] throw that error?
The Get All node does not propagate type in some circumstances:
I can not connect it, if it is checked it does not appear in the list and if I uncheck it it appears but it does not connect
This should be your Ghost class, donât change it:
I donât have the classes you have - Iâm just providing examples. Enable Context Sensitive. Reconnect the wires as in the order in my example above.
no, nothing
can i save UE5 to UE4 version? So can I send you the project?
ok i will try, thanks
hello. I was able to put the event but everything is still the same. I think the only way is to see the project but you have version UE4 and I have version 5. I donât know how to do it there
Does the script even trigger? If you put a Print String node there, does it Print?
Apart from the above, you will also need to ensure the AI script is no longer running once the Ghosts are told to stop moving. You seem to fire this all the time using a timer:
Yes. I used artificial intelligence so that the ghosts donât stop. when starting the game they are constantly moving but do I also have to place a node in that part of the image?
Fernando, you must create a stop condition to your Ghosts, otherwise they will keep moving after hit.
To create a stop condition, you have to check how your IA move the Ghost.
Looks like you have to set that âEs Sentidoâ variable to false to make them stop, we canât be sure because we donât know your project design.
Also, have you tested if PacMan is colliding with the Ghosts?
It is true, it does not appear in the list that I am colliding with the ghost. but when I activate play if I collide with the ghost but his name does not appear. only the seeds
Do your actors have a collision component?
Have you set the correct size to the collision components?
If your PacMan collision component is a sphere, for example, clique the collision component and set the correct size
As you test this number, you will see an orange box/sphere around your actor in the blueprint viewport, thatâs the collision volume. Do the same with your Ghost Actor.
Then, when they collide, the OnActorBeginOverlap event should fire.
ok i will try it, thanks
their names do not appear when they collide yet but in the game they do collide. If you are available I will share my project by the drive
I send you a sample
As you can see, when PacMan and Inky collide, they do not overlap. That must be because some collision block setup in the project.
Check the collision using the collision sphere component, like this:
If this work, just replace the print string for that other code and youâre set.
If this still donât work (it should), you must have some collision channel setup preventing the expected behavior, check your Actorâs and Actorâs Components collision settings in your blueprintâs detail panel, and do some tests and experiments until you can overlap/collide.
Excuse me, what kind of variant is the sphere?