Hydraxonn
The latest version of my Iron Man Flight Mod includes the ability to walk or fly into objectives to trigger them. At the request of the magnificent @Firestorm185, I'm going to post the code for this mechanic, along with a small write up on how it works. The following code is placed directly into the VR_Pawn overriding blueprint.

Annotation 2020-01-24 133340.png You may need to click the image, then right click and open in a new tab to get the full resolution.

The Execution begins from your begin play event. After it's done what it needs to do, route it into Block #1.
1) Here we run two Get All Actors of Class nodes, and assign them both to Actor Arrays. The first one, Teleport Locations, are the blue animated teleport locations you'd normally need to align your facing direction to teleport into. This script removes the facing direction requirement. The second array, TeleportTriggerVolumes, are the generic blue arrows you just need to teleport near usually to trigger. These will function exactly the same as they did originally, ensuring the player is close enough before triggering passively. Once both our arrays are populated, we move on to block two, the first loop.

2) Here we run a ForEachLoop through our array of TeleportLocations. Each one gets checked to see if it's enabled, then checked to see if the player is close enough. If both these conditions pass, we call the Enter Teleporter event on said TeleportLocation, which is what it would call when you teleport into it with the correct facing direction. After calling it's Enter Teleporter event, it's important to set the TeleportLocation to disabled, so we don't keep calling it over and over again. As far as I'm aware, the game doesn't do this on it's own, so we have to handle it here. After our ForEachLoop iterates through all of the TeleportLocations we found, we move on to Block Three, the second loop.

3) The second ForEachLoop runs very similarly to the first one, iterating through our list of TeleportTriggerVolumes. The TeleportTriggerVolume works differently, however, so for this one we call it's own On Player Teleport event for every single one in the array. This event already includes a player location check, so we can get away with just calling it. It normally runs every time the player teleports, but here we'll just be running it on a timed clock. After that, we need our entire script here to loop, so on to Block 4.

4) Block 4 is just a simple UndilatedDelay, waiting a second and a half. After that, we run the execution thread back into the first Get All Actors Of Class from block 1. This refreshes our list of Teleport Locations and Trigger Volumes, which is necessary since the game tends to spawn in new ones every so often rather than un-hiding existing ones. The Delay is Undilated so that slow motion doesn't mess with our location check frequency. I figured every second and a half is a good middle ground between 1) it activating quickly, but 2) not tanking performance.

And that's it! After adding in this code, you should be able to just walk into any teleport location to trigger it! a dump of the raw code is in the following pastebin link, so if you're feeling particularly lazy you can copy that and paste it directly into your blueprint.

https://pastebin.com/Bh7xJpWd

Hope this write-up helps with understanding how this script works. If there are any other functions from any of my mods people want write ups for, just let me know!
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Robo Recall Modder
Slayer of Big Bots
Source Files:  http://tiny.cc/5sch9y
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Firestorm185
Awesome writeup dude! Gonna chuck this stuff into the Step Turn Mod now, so if you ever use the base code again it'll be included by default. Also going to release a new version of the source code on that and the lightsabers mod (and maybe the glock mod too now that ISC is working)

I also need to give you the code for the ISC so you can add it to the Flight Module Mod. A lot of people have been wanting dual weapons on it and I just haven't had the time to give you the code until now. xD
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Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
, so I just inserted all that code into the step turn mod, but it isn't triggering anything. I followed every instruction here but I stand under both the teleport one and the arrow one and nothing happens. any ideas?

I think I might have an idea of what's stopping it from working, but it's going to take a little bit to figure out exactly why.

so I tried writing it myself, copying from your paste bin, neither worked on the Step Turn Pawn. On your beginplay event, does this code go before or after this block:

Capture.png 
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Hydraxonn
Watch the execution thread as you stand on a teleport point. What's not working? Is there a branch not passing? Are our arrays empty? There are a few possibilities as to what it could be, the live blueprint simulator is our friend here.
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Robo Recall Modder
Slayer of Big Bots
Source Files:  http://tiny.cc/5sch9y
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Firestorm185
Ill try that real quick, I had just been exporting it and trying it in-game
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
Dang it. I think it's an export issue again. frick, this means I have to port everything over, again, which will break ISC compatibility. this sucks. oh well.
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
So yeah, exporting broke and I tried to move it to a new project but now export is failing. I'm going to have to re-write the entire thing from scratch.
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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Firestorm185
Ok, so now I have it working, however the ones with both the arrow and the teleport station aren't working. I still have to teleport onto those. The ones with just the arrow or just the station work fine, but not together.
- Robo Recall Modder -
- Voxels, Pixels, Poly's -
- also marshmallows -
- Inferno Digital Works -

Disclaimer - Any creations using copyrighted works on this site are pure fan-projects. I do not claim ownership to any of the content on this site. That title goes to each contents' respective owners.
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