trigger boxes firing twice?

cant seem to find a solution to this, i just want the visibility of ‘turn signal‘ to change on overlap with the trigger box. you can see the event happen and the image appear next to the player breifly but it doesnt stay? ive seen lots of others on here with the same issue!

2 Likes

you did noticed that you have two extra arms right?

won’t you have the pawn duplicated?

remember that the game mode will spawn a pawn automatically.

Hi @hognozedev ,

I tested your code and it works fine in a new BP_Character As @nande mentioned, you might have a duplicated pawn or Turn Signal could be a StaticMeshComponent (or any component inheriting from UPrimitiveComponent , is a base class in C++ and the superclass of all components that have geometry and collision). If you use OnComponentBeginOverlap, the trigger can fire twice (once for the player’s Capsule and once for the StaticMesh).
To find what’s causing the double trigger, add a Print String connected to the Other Comp - Get Display Name pin in the OnComponentBeginOverlap. This way you’ll see on screen which component is actually overlapping (for example, the Capsule, the SkeletalMesh, or the component you named Turn Signal). If more than one name shows up, that’s proof the overlap is firing from multiple components, not just the Capsule. In that case, disable collision on the ones you don’t want to trigger the event

Or switch to OnActorBeginOverlap and OnActorEndOverlap so it only executes once per actor

With that adjustment, the double trigger call should be gone.

Hope it helps!

1 Like

My character just has 4 arms lmao thats his design!

Okay so my original code works if i just using a trigger box and put the code in the level blueprint rather than its own dedicated blueprint instead??

My bad for trying to make my code more efficient i guess :smiling_face_with_tear: :sob:

1 Like

Trigger Boxes fire twice due to overlap begin & end events :grinning_face:

Use debounce or check overlap state to stop double fire :handshake:

1 Like