Hi there, I have already made a similar post about this issue but I am making another post as I had kinda reworked the entire BP since it worked in the short term, but I couldnt get it to turn back on!
Anyway, thats besides the point
So without confusing with many screenshots of my blueprint let me explain. I am working with multiple meshes and entities but for the sake of the example I will describe this as I am using one.
If I have visibility set to off on a mesh, which is also a trigger for a “You Failed” cut scene. How come that I am being shown the cut scene before I make it to the trigger that turns the visibility back on? All I am doing is targeting to static mesh into a Toggle Visibility node. Is this the wrong way about going at this? I didnt want to bombard the post with many screenshots of my blueprint but if that will be easier to understand then I will post those.
Have you tried setting a breakpoint on the nodes which call the function that turns the cameras back on? Could be a wonky branch upstream that’s turning it on at the wrong time?
now this is the BP for when I want them to reappear. however, I have the meshes Visibility turned off in the render settings underneath the details panel.
However they start invisible yet the trigger is still functional. Is there something Im doing wrong?
IMO you should also filter out what type of actor you want to trigger the overlap. Right now any actor can trigger the overlap, even a projectile from the player shot from across the map.
Set it to only overlap pawns or something like this should be enough if you only want to check against the player:
Assuming both images are of the overlap event of the same actor, one from the actor and another from the level bp: you could make your life easier by placing all checks in the actor itself and then call a dispatcher to let the level bp know when to execute the rest.