So I’m making a procedural room/dungeon crawler spawner. When the player gets to a doorway, i want a trigger to activate and the next room to spawn in front of them.
I’m having an issue where the trigger I spawned procedurally doesn’t recognize when the player overlaps it.
I have a BP for the trigger itself. It contains the trigger box in the viewport and this in the event graph.
I’ve already made sure that Generate Overlap Events is checked and collision presets allow for the player to activate the box under the trigger box component in the BP. And I’ve checked that the main character BP collisions work (they do).
Why not try using a Box Collision component and utilize the “On Begin Overlap” event from it? This might be simpler.
When I create a static mesh cube and set it to “Overlap All,” the ActorBeginOverlap event triggers as expected.
I’m not sure how you set up your trigger blueprint, but if you create a BP_Trigger, add a Box Collision to it, print a log in ActorBeginOverlap, and then add BP_Trigger as a child actor in the cube blueprint, the overlap event should trigger.