I'm trying to get it so that when you shoot a mesh, it un-hides a particle emitter. The emitter unhides with a trigger but it's not working with the static mesh event.
I go through it in the video so you can see what I'm talking about.
Also, you do not need to specify any damagetypes.
By leaving the list blank you force the default setting. The default setting is "All damagetypes counts".
That list is usefull only if you actually want to filter out some damagetypes.
is a mover and an interp actor the same thing? EDIT - figured it out - making a video about how to fix it and uploading it now in case anyone saw the first vid and had the same problem.
thanks again to your help
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