Triggering on invisible object, help!

I have these moving deathwalls. They trigger a hit for me when they hit the player. I’ve used variants of them in ping pong motion on several levels. This level I decided to have multiple flying forward at my player. Along the way, they hit something invisible. I tested to see what they are hitting, and its my player BP even when im not there.

Odd thing is, its only at this location.

All I am doing is generating a hit message when it hits the player class. But its hitting an invisible player along the way at world 0,0,0

Any ideas whats going wrong? I have no problems what so ever if I avoid that location.

( Deathwall BP for any relevancy )

You have your player defined in the game mode

image

but you have also placed a copy of the player character in the level. So, you have 2.

You can just remove the placed one.

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The only character related item I have in the level is player start. (Excuse the naming conventions. Just prototyping things rapidly)

Unless somehow a copy in another level is effecting this one.

Run the level, and click F8. You can pop out of the player, and take a look at the world outliner.

Have a look how many players there are.

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Thats neat! But still only the one spawned by player start.

figure 1 is my player at player start. Figure 2 is where the unidentified hit occurs that registers as my default pawn.

Can you find that thing in the outliner? ( click on each row in the outliner until it gets selected ).

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Here are the items that appear at that location

Have you added any components to your game mode?

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None whatsoever. Ima call it a night. Ill try moving the items at 0,0,0 tomorrow and see if that clears the hit or not. If so I’ll report back what was causing it.

If none of that’s causing it, I can only think that maybe somethings in my persistent level. idk.

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I used f8 to move everything while paused. Still finding an invisible collission. Im stumped. My work around is to avoid 0,0,0 and just move the entirety of the map up a couple k on the z axis. But I’d rather understand the problem than avoid it.

Ah, another possibility. Have you written your own character?

If you’ve written the movement, there’s a good chance you’re moving the visible part, but not the actor. So your visible pawn is moving around the level, but the actor is stilll at 0,0,0.

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I have written my own movement, but I assume the actor would still spawn at the player start regardless yes? Or is that a bad assumption?

If that is the issue, how do I go about fixing it it so the actor is out of the way or moves with the player? I don’t actually put players in the world, I just use the player start item.

I appreciate all the help :slight_smile:

No movement input is fine. It’s just some people have a strange way of doing things…

If you can make a small project with the problem, I can take a look if you like.

To do this, make a new project of the same type, migrate just this level to that project, zip it and put it on google docs ( or similar ).

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Problem solved finally.

The game had created a component for collision handling in my char BP. I had a custom one. Short story is it wasn’t actually attached to the character ( and oddly would not let me attach it to the character ). I deleted the component and its running fine now. So my char was spawning at the player start but this component spawned at 0,0,0 lol.

I appreciate all the help though! Such simple issue but big headache… Ah the programming life.

Ah, so I was kinda on the right track… Good it’s sorted… :slight_smile:

Yea I didn’t find it till I started looking at ALL individual components of each item on the map after pressing play. Never thought to look through until you said it could be the pawn is fine but the actors not.

Thats when I investigated each mesh component lol.

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