Hi Chris.
I have quite a few triggers in my levels, some just switch some bools in the background, and some are designed to stop a player. What I have noticed though, is that if the player moves through triggers as part of his WalkToMarker interaction with a hotspot, the triggers are completely ignored. This causes some serious breaks in my lovely puzzles.
Can you point to a solution / the area in the source where this is handled?
UPDATE: read the last post, this one is asking a slightly different question.
Comments
You should be able to get around it by setting the Interaction to "Run In Background". If you need to disable player interactivity while this interaction runs, you can manually block gameplay by using the "Engine: Manage systems" Action to disable the interaction / movement systems temporarily.