You can just make a public variable. As I mentioned earlier, if its public, you can pick it with the eyedropper when the actor is placed in the level and selected. You will see the public variable on the details panel. This way you can set up which button trigger which bridges for example. Or like in my main thread, you…
Ball should be made from character instead of pawn and then it the cast would work. Or instead of using get player character, there is get player pawn. You can also plug the player into anything. For example, when the player goes into the trigger, player will also give you an overlap. On that overlap, you can get the…
You do not neecessarily need to use skeletal meshes for this kind of stuff, and I would maybe even advice against it in a lot of cases. Simulated movelemt would not play well with character movement. I would likely push you out with a big impulse in a lot of cases. What you can do, is to import the moving parts separately,…
You're welcome. I also have 3 beginner level blueprints tutorials, some of them could be useful for you I think. Not direct application but bits and pieces of it: http://polycount.com/discussion/158846/ue4-technical-tutorials-chapter-1-custom-hp-bar-damage-heal#latest…
Alright, here it is. I didn't actually make fancy doors and whatnot, this is more about the idea behind this whole thing. I'll try to describe what happens on each shot, and I'll also provide a video showing it working, plus the source files for the project so you can download it and examine yourself. It requires 4.16.1 or…