Troubleshooting

The trigger does not react

Check that the expected actor crosses BoxTrigger and that its collision can generate overlaps with the Pawn channel. Also check the trigger filter: by default, only Player Pawn index 0 is accepted.

A direction is not recognised

Movement must be large enough and sufficiently aligned with a trigger direction. Check actor orientation, then adjust Direction Threshold or Minimum Movement Distance in a Blueprint/C++ derivative when needed. Continuous tracking can help with fast or irregular movement.

The colours do not match the expected direction

Colours are defined in the trigger's local space: red is forward (+X), blue backward (-X), green right (+Y), and yellow left (-Y). Rotate the actor in the level to align the markers with your scene.

The action does not run

Make sure Trigger Cases contains the detected event, that it contains an action, and that the action is a valid child Blueprint of ADS Directional Trigger Action. Then confirm that its logic is implemented in Execute Action.

Quick checklist

  1. BP_DirectionalTrigger is correctly placed and rotated.
  2. The crossing actor matches the selected filter.
  3. Actor collision allows Pawn overlaps.
  4. The direction/entry-exit case is present in Trigger Cases.
  5. A valid Blueprint action is selected and implements Execute Action.