I have had this problem for a while and i dont know how to fix this. i use a trigger box to load next level when the player overlaps it. it works perfectly fine when spawnpoint is nearby. but as soon i mov the playerspawn to the actuall start of the level that is futher away, the triggerbox dont do anything (like it’s not there) any ideas?
did you figure it out?
im having the same issue some wont work if i spawn far away
What is far away? How far? How do we replicate it?
for me when the player is not spawned in that room the trigger boxes wont trigger. Only the ones closest to me whe spawned will work. I have a short hallway that goes into a room and if i spawn in that hallway the trigger wont work its like 10 steps. I do have a lot of them (5) all set on begin overlap same level
You’d need to provide more data / info / steps / setup. I can place / spawn a trigger box 1 million uus away and they all work.
- what is special about your case?
- how are you testing / debugging / visualising it?
- what exactly are your trigger boxes?
Im not sure if it will let me post a picture yet as my account is still new ill try! The first 2 are just a sound with words (Key actions) Those work fine until I leave that room and head into the hallway. The next two are jumpscares with a simple animation. They all work fine when I spawn near them sound ect. But If i spawn at my start location at the start of my map only the word ones will pop up (One pops up way before i get into that area i checked the bounds ect. I did add a print string to see when it reads ad it only reads when i spawn the player closer to that trigger box area then walk up to it.
- how else do you spawn when not spawning at Player Start?
- how do you detect the overlap atm? do you cast on overlap inside he trigger?
When I right click and typle play there is a play here option that makes you start wherever you clicked. They seem to work fine when i start near them but anything out of that room will not trigger unless i go back and right click and play from there
?
I did add a print string to see when it reads ad it only reads when i spawn the player closer to that trigger box area then walk up to it.
Can we see this part of script?
I have a "On actor begin over lap) for the said trigger box
My trigger boxes are being used for jumpscares and to tell the player the controls when they walk through a certain point ill link the video i used since i cant post a picture.
I hit they play button at the top and play it like normal or right click and type play for the play here option if im far from the start. It seems like theres a distance issue if im not spawned near it at the start it doesnt read the overlap
In the Level BP, right? If you do just this:
No casting, does it trigger & Print?
I’d say it’s something else, I sense you’re focusing on the wrong thing. There’s no such thing as distance checks for something like this. You’d need to manually script it this way.
Are you using plugins? Horror Engine? Or something similar?
This is the video i followed to set up the trigger boxes for the jumpscares. It does not print when i normally spawn on the actual jumpscares but the words do work most of the time. They all work perfectly when i spawn near them. Im not using any horror plug ins at the moment. I have it as the picture shown but it only works when i respawn near it
I did get a video but it wont let me post If i can send it to you i will1
The vid above does not explain the issue. It’s something completely different than proximity issues. We’d need to see the script, collision settings, Construct Script, Begin Play and so on. Another vid may not help much, I fear.
- check the collision settings of the trigger boxes vs the character’s capsule
- remove the DoOnce nodes (for now at least) - perhaps something else overlaps the trigger and DoOnce does not let anything else through
- check what the game mode is spawning in the outliner when you play from the beginning vs Play form Here. Is it the same character class?
- step through any code that is in the Construct Script / Begin Play? Anything suspicious? Possession? Run-time collision settings?
What I am saying is that this a very unorthodox scenario and something very specific would need to take place for the script to behave like it does. Read it as:
I have not a clue how to replicate it and suggest something tangible
Can you create a new level, add the trigger boxes and replicate it?
Is there a way I can directly send you the pictures and videos i have of everything to beter explain? I will comb through it all again and delete the do once nodes. In my game mode I just have a respawn player custom event for when the player dies (I stopped setting it up because I noticed this issue. I will create a new level and see if i can do the boxes far away.