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Toggle Take Damage Actor Kismet?

Is there a way to toggle (enable) a take damage node in kismet?

Right now I have a piece of glass.

I have two take damage nodes.

1. node is for swapping the glass object to a cracked glass object after 25 damage.

2. node is for destroying the glass and triggering a particle system of glass shooting outward which occurs after 60 damage.

If they are both hooked up, only one will work. So I tried to "Disable" one and then by using a toggle tried to "Enable" it but haven't had much luck doing that.

Anyone have any ideas of how to accomplish this?

Replies

  • AlexLeighton
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    I would just have one take damage trigger, and store the damage taken to a variable. Then link the out of the take damage node to some comparison nodes to check if the damage is within the range you need it to be, and trigger your events out of the comparison nodes.
  • Imatk
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    Thanks Alex, I'm not sure how to store the damage into a variable, I'll look into that.

    Makes sense though. I was trying to use two nodes and they were stepping on each other I think.
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