I’m making a side-scroller that has a lot of trap objects. The base class of the trap is just a trigger box, a killer object, and a projectile movement component. I want to make it so that the killer fires with the projectile movement component when the trigger is overlapped with the player, and then reset to the initial position when the player respawns. However, once the projectile movement component has been activated, it doesn’t seem to want to activate again when the trap goes back to its original position.
In short, the trigger activates just fine once, but when I put it back to its original position, it can’t activate again.
I went through same issue just now; eventually solved by following steps:
Before each projection:
Deactivating the component
Re-assign the updated component ( the root component)
Re-Initializing the Velocity vector
Activating the component
-Velocity vector indeed seems to be reset to 0 after the component is de-activated.
-If the previous projection movement ended, somehow the deactivate/reactivate is not enough.
I did it in C++ but I would imagine it can be achieved in blueprints as well.\