Collision Action Triggers
Hint: Open Demo map in Unreal Editor, and inspect Room 8
There are times, when you want to send an action to a button when the player enters a collision volume.
There are trigger presets for each collision type: box
, spehre
and capsule
, under Blueprints\Presets\Triggers
.
These are just some samples of combining the core components, and go beyond making simple buttons.
Passive Triggers
This are simple actors derived from StatefulActor
, having a BP_PK_IterativeStateComponent attached, and a collision component.
When the OnBeginOverlap
or OnEndOverlap
events are fired, it sends the specified action to the IterativeStateComponent
.
They are named passive
as they need to be listened to by other actors.
Reactive Triggers
Are passive triggers with an added BP_BK_ObserveReactComponent.
The component is automatically configured to listen to the IterativeStateComponent state changes. (the owner is added to ListenTo
array on construction)