I have a static mesh door that i am trying to destroy when my Topor(axe) hits it. But it does not let me to plug it anywhere in the event. The Topor/axe is a static mesh from my PlayerBp that i am moving/animating with timeline and set rotation. Please help.
Plug it where? And why?
This is an actor and/or the component that hit the door.
So if you want the player to boop the door:
Here’s a somewhat flexible approach:
- give the static mesh a tag
- when a component hits the door, see if it has this tag:
- when you swing the axe, ensure it
Sweeps
, otherwise Hit Events will not work (you’ll need to rely on Overlaps)
If you must do things the hard way, you sure can but that’s not really recommended:
I want just the “Topor” component to boop the door. But it does not let me plug it anywhere. I am simulating an axe hit on the door, i don’t want the player mesh to hit it, just the axe, but it does not let me plug it in any of the pins.
I tried tag, doesn’t work, i tried both Hit and Overlap, can’t use sweep because i’m applying set relativeRotation and it sais Sweep does not work for Rotation, i tried to reference with ==, that does not work either, the axe just sinks in the door and does not register.
Finally worked when i also added an “addRelativeLocation with +0.1 on all axises and checked Sweep” Thank you very much you saved me alot of strees. I should have tried it with Location as soon as i saw it say Sweep does not work with Rotation, but Rotation is so easy and i am so lazy :)))) thx again man
can’t use sweep because i’m applying
set relativeRotation and it sais Sweep
does not work for Rotation
Then move the axe by 0.1 uu over the duration of the timeline. I’m not telling, if you’re not telling and players don’t notice ;p
Alternatively, use OnBeginOverlap instead.
I learnt something today, too. Did not know that Sweep with Rotation is not a thing!
Good luck with the rest.