Special death like pacman [resolved]

Why do I try and throw that error?

captura7

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 […] 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, don’t change it:

image

I don’t have the classes you have - I’m 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?

I don’t think so.


2 Likes

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 don’t 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 don’t 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 “Es Sentido” variable to false to make them stop, we can’t be sure because we don’t know your project design.
image


Also, have you tested if PacMan is colliding with the Ghosts?
image

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

image

image

As you test this number, you will see an orange box/sphere around your actor in the blueprint viewport, that’s the collision volume. Do the same with your Ghost Actor.

Then, when they collide, the OnActorBeginOverlap event should fire.

1 Like

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

video muestra

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 you’re set.

If this still don’t work (it should), you must have some collision channel setup preventing the expected behavior, check your Actor’s and Actor’s Components collision settings in your blueprint’s detail panel, and do some tests and experiments until you can overlap/collide.

2 Likes

Excuse me, what kind of variant is the sphere?

here I have the configuration of the collisions of both characters


I’ve done!!!
I added a new pacman collision channel and with that I was driving. Now I have another problem, the animation of death does not animate me. I also don’t know why it jumps when I start the game

captura video1

captura video2