I know this is very remedial for probably most of you but for some reason I can’t get this to work. All I’m trying to do is have my player pawn walk down a hallway and behind him some ways I want a wall piece to disappear to open up more of the level when the player pawn turns around. I’ve got the trigger box in and the wall piece bluprint. Then I’ve put this in the blueprint. Not sure what I’m doing wrong here:
BTW my player is BP_Player_Pawn and it’s just a camera - no arms or character mesh in it.
Thanks!
You’re casting to the player controller, which doesn’t have any collision on it, so the overlap event will never fire. Instead, try casting to your character (BP_Player_Pawn) and see if that works. Of course, you’ll need to make sure that your character’s collision component actually has a collision channel that will overlap the static mesh you have referenced here.
For more info on collision, check this out:
FYI whenever I’m debugging like this, I’ll use a print string node somewhere in my execution chain to see if something is actually firing at all
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