im trying to detect in the untouch event if this actor collides with 1 other instance of itself, i need this so if these 2 actors are currently inside each other and a player gets into one and travels to the next one, i want to stop the untouch event from executing, ive searched around and what i could find to be the correct check for this is TouchingActors and Actor.IsA, however i cant get not even the most simple Actor.Isa to work properly:
Code: Select all
simulated event UnTouch(Actor Other)
{
if (Other.IsA(class'DreamsHealingBurstRadius1A'))
return;
...
}
Also, is there a good tutorial for TouchingActors function? i didnt find any proper explanation about this, i want to use it to know if the pawn that is untouching this DreamsHealingBurstRadius1A, is still in the touching event of another instance of DreamsHealingBurstRadius1A so i wont execute a code.