With our new trigger volume created, place one BH_BarrelKiller_Blueprint
at the end of each ramp so that the volume is floating in mid-air but is touching the edge of the ramp as seen here:
Now, run the project again and watch as our barrels destroy themselves when they reach the end of each ramp! Right now, it is quite jarring to have the barrels simply disappear when they are removed. We can fix this with a simple particle effect played upon the destruction of the barrel. Open the BH_Barrel blueprint again. We are going utilize a new event node called Event Destroyed
. Navigate to the event graph and search for this new event node. The event will be triggered every time an actor of this type is destroyed. Thankfully, the DestroyActor
function we are using in our BarrelKiller object will trigger this event!
Drag a line from the execution arrow and search for a function node called Spawn Emitter at location. This node takes in an emitter template to spawn...