I have created a bomb that gets dropped by the player that explodes either when a player collides with it or after 3 seconds, whichever comes first.
My issue is that the bomb explodes as soon as it is dropped as it collides with the player who drops it.
What is the best way to tie an owner to a projectile so it can be excluded in the overlap event?
This is my current set up
Bomb_BP
vehicleAdvPawn
eldany.uy
(eldany.uy)
2
In the bomb BP you can add a variable of the vehicleAdvPawn class
called myOwner
When you spawn the bomb, add the actor inside that variable of the bomb
In the begin overlap event of the bomb compare that myOwner with OTHER ACTOR of the event…if matches dont blow it 
Thank you for your answer!
I am still struggling a little so have a question;
where would i pull the reference of the actor who deployed the bomb this way?
my instigator node wont plug into the myOwner variable
sorry if its blatant, im pretty new to UE
Im still having the same issue.
Are these set up correctly?
eldany.uy
(eldany.uy)
6
looks good
you can print the OTHER ACTOR name to be sure is your owner actor the one who is messing it
This is the error i get
when i get it to print the name it says the correct name but still explodes on collision
Everynone
(Everynone)
8
Why not use the actual existing functionality for this:
- player spawns a projectile and becomes its owner:
- the projectile ignores the owner:
You can do the same with instigator that you’re already piping in, too.
But honestly, I’d use collision channels for filtering. Have a player channel that projectiles simply ignore.
1 Like
…I found the issue.It was colliding with another collider within the same bomb blueprint. my bad!
Thanks for all the assistance everyone!
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system
(system)
Closed
10
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