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  1. #1

    Angry Triggers not interacting with static mesh/interpactor/kactor with kismet

    I can't tell if Im just missing something obvious or what, but the fact that my triggers wont trigger when touching meshes is quite annoying. Let me describe the situation a bit.

    I have a dynamic trigger volume that moves with an object in small increments. I want it so that the dynamic trigger will go off when it hits the wall so the object can't go any further. Regardless of what the settings are of the touch event in kismet, the object refuses to acknowledge that there is a wall there, whether that wall be a bsp, static mesh, interp actor or kactor.

    So far, the only thing that the trigger will touch is a kactor that is in some kind of motion. After some back and forth, I figured out that the kactor has to be somewhat "active" or else the trigger wont work. If I were to put a kactor and the same trigger object, I could not get any interaction until I had already pushed the kactor and put it into motion. My solution was to make a huge forcefield that seems to constantly keep the kactors "awake" without too much actual movement. This seems like a very bandaid method of fixing it, so if you have any suggestions, Im all ears.

    My question is, what am I missing here? This seems like it should be obvious. If a trigger (whether dynamic or not) is set to touch with a proximity type of InterpActor, then why does it not touch when it hits an InterpActor? The trigger is not set to player only. Playing with all of the settings, I cant figure out a way to have this work.

    UDK Forum, please enlighten me, it would be greatly appreciated.

  2. #2
    MSgt. Shooter Person
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    yeah seems it does not like to be triggered when it moves into something but likes when something moves into it.. I did a few tests but I need to eat ill have to come back to this later if someone else doesn't have the answer.

  3. #3
    MSgt. Shooter Person
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    To be honest this kinda sounds like a hack because an object doesnt have a collision assigned to it. Could you just either give the object collision, or attach a dynamic blocking volume to the object instead? However if its for a different use i dont know offhand, as i wont be able to access UDK for some time now.

  4. #4

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    I am having the same problem as you and I can't figure it out. If you find a solution please post it

  5. #5

  6. #6

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    it is unchecked

  7. #7
    MSgt. Shooter Person
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    Then if your mesh has a collision mesh it should work. Set your Trigger to accept all actors and not be player only and see if that works.

  8. #8

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    I had this problem like this yesterday when I was trying to make a kactor teleport its self you could always try using instigators thats what I had to to do to get it working anyway.
    Last edited by CrypticMetaphor; 05-26-2012 at 07:04 PM.

  9. #9
    MSgt. Shooter Person
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    Gamertag: iiNoXiOuSsx PSN ID: xUnR3ALxKHAoSsx

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    im having this problem atm im trying to get a interp actor to react with the trigger to get the fractured mesh to destroy itself but so far its only reacting to the player even when player only is unchecked

  10. #10
    MSgt. Shooter Person
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    to make trigger work with KActors use ClassProximityTypes Pawn, KActor and uncheck Player Only


 

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