When player walking => trigger ignore

Oh My God xD I success !

It’s a little bit the mess but omygod it works xD

Thank you @DeviousSupernova for helping me to find the solution :smiley:

No problem at all! :slight_smile: Go ahead and mark my answer as accepted

I see you have found a solution that works for you. I’m responding in case you want to try this method at another time. I like this method because it uses no tick at all, and you don’t have to bring in an event overlap for every trigger.

That being said, since the trigger events are usually unique to each level, it may still be better to do it in the level blueprint.

Anyway, you couldn’t move because you need to get the player pawn (or character if it is a character class) and connect it to the target in Add Movement Input, and in the Get Actor Forward Vector, and in the Get Actor Right Vector, like this:

30515-movementinlevelblueprint.png

It looks like my answer is no longer accepted. Was something wrong?

It is accepted do not worry :slight_smile: