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Event "Notify Fired" firing before the gun actually fires.

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    Event "Notify Fired" firing before the gun actually fires.

    UPDATE: This issue was initially noticed using Revive for the Vive. This issue doesn't occur using Rift CV1.

    Skip to the last post in this thread for steps on reproducing the issue.

    The Fire pressed threshold is set to .8, by default, but I'm getting the Notify Fired event at a little after .5

    Could this be a bug with the revolver only?
    I'll try to set up the same thing on a regular handgun and post back with the results.
    Last edited by kusokuso1; 08-15-2017, 09:09 PM.

    #2
    This is a followup.

    Modified BPs (in the same exact way) on a custom pistol and didn't see the problem.

    Modified BPs (in the same exact way) on a new custom revolver, and the problem occurred. I left ALL vars at default, except for Refire Time, which I set to 1. (Refire Time seems to have no effect anyway, though it does have effect on the handgun.)

    In the Anim BP, I do nothing but modify bone translation and scale (just like Zak did), so I didn't post a ss of it.

    Here're the screens showing all of the BP changes I made:

    The event graph

    Click image for larger version

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    3 functions called in event graph
    (1 on begin play)

    Click image for larger version

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    (2 on notify fired)Click image for larger version

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    Click image for larger version

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    Trigger Pull (mid-left) is at 0.54~ when in the Notify Fired event.

    "Fire Trigger Pull" (top-right) is set to 0.8.
    Click image for larger version

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    Last edited by kusokuso1; 04-26-2017, 09:30 PM. Reason: Simplified

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      #3
      Tried this on another, new Custom Revolver mod and left everything at default (default mesh and AnimBP setting; i.e., no AnimBP), and it didn't function properly.

      - Added a Notify Fired event in the mod's event graph and the event got hit with Trigger Pull at around ~.5 (Fire Trigger Pull was left at default 0.8).
      - After that, I changed Refire Time to 1 and was able to shoot as fast as I could pull the trigger.

      Created a new custom pistol and custom Shotgun, set up exactly the same as the new Custom Revolver, and they functioned properly.

      - There's no Fire Trigger Pull variable to adjust, so I didn't check that
      - Changed their respective Refire Time to 1 and was only able to shoot once a second (as expected).
      Last edited by kusokuso1; 04-28-2017, 02:06 AM.

      Comment


        #4
        Here're more simple steps to reproduce:

        1. Create "Custom Revolver" mod
        2. In its event graph, add a "Notify Fired" event and connect "Notify Fired" to a Print String.
        3. Feed in a "get Trigger Pull" to the "in String" input on the Print String.

        Result:
        Printed string is between 0.1 ~ 0.55 (slower you pull the trigger, the closer to 0.5 it'll be)

        Expected Result:
        Fire Trigger Pull's comment says: "Pull at least this far to fire", so I'd expect the printed string to be 0.8 (the default value of "Fire Trigger Pull")

        Unfortunately, I can't explain it any simpler than this.

        Comment


          #5
          Bump (Assuming RR modding isn't dead.)

          I'm pretty sure I've described the issue well enough, provided more than enough info to reproduce the issue, and waited long enough for some answer/criticism (3 weeks).

          Comment


            #6
            We i get back to my PC in a few hours i will have a look through and see if i notice anything for you.

            EDIT : do you want the hammer to move with the more as you press the trigger? As in if the trigger is half pressed the hammer is half back? or just go with each shot?
            Last edited by MGSStudio; 05-16-2017, 09:21 AM.

            Comment


              #7
              Originally posted by MGSStudio View Post

              EDIT : do you want the hammer to move with the more as you press the trigger? As in if the trigger is half pressed the hammer is half back? or just go with each shot?
              Hey MGSStudio,
              Sorry to bother you, but thanks a lot for the reply. I'd prefer the former, but either is OK.
              (It's the default behavior for revolver mods I believe.)

              Currently, the hammer moves back in unison with the trigger and it comes down at .8 (default Fire Trigger Pull).

              The Notify fired event is the thing that's got me scratchin' my head. It's getting fired before the 0.8 (at ~0.15 to ~0.5). This causes my custom sound and particle effect to play, (and my special bullet logic to run), but a bullet never leaves the gun until I go past 0.8.

              Basically, the notify fired is triggering too early and then getting canceled somehow.

              I get lost in the revolver BP because it's "inheriting from something" * 4.
              Last edited by kusokuso1; 05-16-2017, 09:10 PM.

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                #8
                are you happy to send me the project to look at?

                Comment


                  #9
                  Originally posted by MGSStudio View Post
                  are you happy to send me the project to look at?
                  You're not seeing this issue with a brand new custom revolver? Let me see if I can can zip up my custom one. There was an update, after I verify it's still no good, I'll shoot you a google drive link to the zip.

                  **Edit**
                  Thanks again for the help. I pm'ed you the link.
                  Last edited by kusokuso1; 05-18-2017, 11:23 PM.

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                    #10
                    Did the Pm I sent you fix it?

                    Comment


                      #11
                      Hey MGSStudio. Unfortunately, no. It didn't. I pm'd you the day after you gave me the link to the fixed version. I was hoping you could tell me what exactly you changed. Only thing I noticed was that one of my custom functions was moved to before firing the parent Notify Fired.

                      Comment


                        #12
                        Hey replied via PM

                        All was fine on my end once the changes was made

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